New carts rewrite!

To deal with long server step and to for adding some new features in  future.
master
AndrejIT 2017-04-23 19:22:38 +03:00
parent 479c8874ab
commit 6f0c23c85d
4 changed files with 522 additions and 517 deletions

View File

@ -8,360 +8,512 @@ local cart_entity = {
driver = nil,
punched = false, -- used to re-send velocity and position
velocity = {x=0, y=0, z=0}, -- only used on punch
old_dir = {x=1, y=0, z=0}, -- random value to start the cart on punch
old_pos = nil,
old_switch = 0,
railtype = nil,
attached_items = {}
punch_direction = true,
control_left = nil,
control_right = nil,
attached_items = {},
old_pos = nil, --rounded
next_pos = nil, --rounded
old_direction = nil,
-- sound refresh interval = 1.0sec
rail_sound = function(self, dtime)
if not self.sound_ttl then
self.sound_ttl = 1.0
return
elseif self.sound_ttl > 0 then
self.sound_ttl = self.sound_ttl - dtime
return
end
self.sound_ttl = 1.0
if self.sound_handle then
local handle = self.sound_handle
self.sound_handle = nil
minetest.after(0.2, minetest.sound_stop, handle)
end
local vel = self.object:getvelocity()
local speed = vector.length(vel)
if speed > 3 then
self.sound_handle = minetest.sound_play(
"carts_cart_moving", {
object = self.object,
gain = (speed / carts.speed_max) / 2,
loop = true,
})
end
end,
--set yaw using vector
set_yaw = function(self, v)
if v.x == 0 and v.z == 0 then
return --keep old jaw
end
local yaw = math.pi
if v.z < 0 then
yaw = math.pi - math.atan(v.x/v.z)
elseif v.z > 0 then
yaw = -math.atan(v.x/v.z)
elseif v.x > 0 then
yaw = -math.pi/2
elseif v.x < 0 then
yaw = math.pi/2
end
self.object:setyaw(yaw)
end,
--get yaw as a vector
get_yaw = function(self)
local yaw = self.object:getyaw()
local v = {x=0, y=0, z=0}
yaw = yaw + math.pi/2
v.x = math.cos(yaw)
v.z = math.sin(yaw)
v = vector.normalize(v)
return v
end,
--set velocity
set_velocity = function(self, v)
if not v then
v = {x=0, y=0, z=0}
end
self.object:setvelocity(v)
end,
--align cart position on railroad
precize_on_rail = function(self, pos)
local v = self.object:getvelocity()
local aligned_pos = table.copy(pos)
if self.old_direction.x == 0 and math.abs(self.old_pos.x-pos.x)>0.2 then
aligned_pos.x = self.old_pos.x
self.object:setpos(aligned_pos)
elseif self.old_direction.z == 0 and math.abs(self.old_pos.z-pos.z)>0.2 then
aligned_pos.z = self.old_pos.z
self.object:setpos(aligned_pos)
elseif self.old_direction.y == 0 and math.abs(self.old_pos.y-pos.y)>0.2 then
aligned_pos.y = self.old_pos.y
self.object:setpos(aligned_pos)
end
end,
--position, relative to
--x-FRONT/BACK, z-LEFT/RIGHT
get_pos_relative = function(self, rel_pos, position, direction)
local pos = position
if pos == nil then
pos = self.object:getpos()
end
if not rel_pos then
return pos
elseif rel_pos.x == 0 and rel_pos.z == 0 then
return {x=pos.x, y=pos.y+rel_pos.y, z=pos.z}
end
local v = direction
if v == nil then
local yaw = self.object:getyaw()
v = {x=0, y=0, z=0}
yaw = yaw + math.pi/2
v.x = math.cos(yaw)
v.z = math.sin(yaw)
v = vector.normalize(v)
end
if --NORD
v.x > 0 and
v.z >= -v.x and v.z <= v.x
then
return {x=pos.x+rel_pos.x, y=pos.y+rel_pos.y, z=pos.z+rel_pos.z}
elseif --EAST
v.z < 0 and
v.x >= v.z and v.x <= -v.z
then
return {x=pos.x-rel_pos.z, y=pos.y+rel_pos.y, z=pos.z-rel_pos.x}
elseif --WEST
v.z > 0 and
v.x >= -v.z and v.x <= v.z
then
return {x=pos.x+rel_pos.z, y=pos.y+rel_pos.y, z=pos.z+rel_pos.x}
elseif --SOUTH
v.x < 0 and
v.z >= v.x and v.z <= -v.x
then
return {x=pos.x-rel_pos.x, y=pos.y+rel_pos.y, z=pos.z-rel_pos.z}
end
minetest.log("warning", "Object direction not set")
return pos --should not be reached
end,
--calculate next acceptable cart position
get_next_rail_pos = function(self, pos, dir)
local n_pos = nil
if self.control_left then
if minetest.get_item_group(minetest.get_node(self:get_pos_relative({x=0, y=0, z=1}, pos, dir)).name, "rail") > 0 then
n_pos = self:get_pos_relative({x=0, y=0, z=1}, pos, dir); --left
elseif minetest.get_item_group(minetest.get_node(self:get_pos_relative({x=0, y=-1, z=1}, pos, dir)).name, "rail") > 0 then
n_pos = self:get_pos_relative({x=0, y=-1, z=1}, pos, dir); --left down
elseif minetest.get_item_group(minetest.get_node(self:get_pos_relative({x=0, y=1, z=1}, pos, dir)).name, "rail") > 0 then
n_pos = self:get_pos_relative({x=0, y=1, z=1}, pos, dir); --left up
elseif minetest.get_item_group(minetest.get_node(self:get_pos_relative({x=1, y=0, z=0}, pos, dir)).name, "rail") > 0 then
n_pos = self:get_pos_relative({x=1, y=0, z=0}, pos, dir); --front
elseif minetest.get_item_group(minetest.get_node(self:get_pos_relative({x=1, y=1, z=0}, pos, dir)).name, "rail") > 0 then
n_pos = self:get_pos_relative({x=1, y=1, z=0}, pos, dir); --up
elseif minetest.get_item_group(minetest.get_node(self:get_pos_relative({x=1, y=-1, z=0}, pos, dir)).name, "rail") > 0 then
n_pos = self:get_pos_relative({x=1, y=-1, z=0}, pos, dir); --down
elseif minetest.get_item_group(minetest.get_node(self:get_pos_relative({x=0, y=0, z=-1}, pos, dir)).name, "rail") > 0 then
n_pos = self:get_pos_relative({x=0, y=0, z=-1}, pos, dir); --right
elseif minetest.get_item_group(minetest.get_node(self:get_pos_relative({x=0, y=-1, z=-1}, pos, dir)).name, "rail") > 0 then
n_pos = self:get_pos_relative({x=0, y=-1, z=-1}, pos, dir); --right down
elseif minetest.get_item_group(minetest.get_node(self:get_pos_relative({x=0, y=1, z=-1}, pos, dir)).name, "rail") > 0 then
n_pos = self:get_pos_relative({x=0, y=1, z=-1}, pos, dir); --right up
else
n_pos = nil
end
elseif self.control_right then
if minetest.get_item_group(minetest.get_node(self:get_pos_relative({x=0, y=0, z=-1}, pos, dir)).name, "rail") > 0 then
n_pos = self:get_pos_relative({x=0, y=0, z=-1}, pos, dir); --right
elseif minetest.get_item_group(minetest.get_node(self:get_pos_relative({x=0, y=-1, z=-1}, pos, dir)).name, "rail") > 0 then
n_pos = self:get_pos_relative({x=0, y=-1, z=-1}, pos, dir); --right down
elseif minetest.get_item_group(minetest.get_node(self:get_pos_relative({x=0, y=1, z=-1}, pos, dir)).name, "rail") > 0 then
n_pos = self:get_pos_relative({x=0, y=1, z=-1}, pos, dir); --right up
elseif minetest.get_item_group(minetest.get_node(self:get_pos_relative({x=1, y=0, z=0}, pos, dir)).name, "rail") > 0 then
n_pos = self:get_pos_relative({x=1, y=0, z=0}, pos, dir); --front
elseif minetest.get_item_group(minetest.get_node(self:get_pos_relative({x=1, y=1, z=0}, pos, dir)).name, "rail") > 0 then
n_pos = self:get_pos_relative({x=1, y=1, z=0}, pos, dir); --up
elseif minetest.get_item_group(minetest.get_node(self:get_pos_relative({x=1, y=-1, z=0}, pos, dir)).name, "rail") > 0 then
n_pos = self:get_pos_relative({x=1, y=-1, z=0}, pos, dir); --down
elseif minetest.get_item_group(minetest.get_node(self:get_pos_relative({x=0, y=0, z=1}, pos, dir)).name, "rail") > 0 then
n_pos = self:get_pos_relative({x=0, y=0, z=1}, pos, dir); --left
elseif minetest.get_item_group(minetest.get_node(self:get_pos_relative({x=0, y=-1, z=1}, pos, dir)).name, "rail") > 0 then
n_pos = self:get_pos_relative({x=0, y=-1, z=1}, pos, dir); --left down
elseif minetest.get_item_group(minetest.get_node(self:get_pos_relative({x=0, y=1, z=1}, pos, dir)).name, "rail") > 0 then
n_pos = self:get_pos_relative({x=0, y=1, z=1}, pos, dir); --left up
else
n_pos = nil
end
else
if minetest.get_item_group(minetest.get_node(self:get_pos_relative({x=1, y=0, z=0}, pos, dir)).name, "rail") > 0 then
n_pos = self:get_pos_relative({x=1, y=0, z=0}, pos, dir); --front
elseif minetest.get_item_group(minetest.get_node(self:get_pos_relative({x=1, y=1, z=0}, pos, dir)).name, "rail") > 0 then
n_pos = self:get_pos_relative({x=1, y=1, z=0}, pos, dir); --up
elseif minetest.get_item_group(minetest.get_node(self:get_pos_relative({x=1, y=-1, z=0}, pos, dir)).name, "rail") > 0 then
n_pos = self:get_pos_relative({x=1, y=-1, z=0}, pos, dir); --down
elseif minetest.get_item_group(minetest.get_node(self:get_pos_relative({x=0, y=0, z=1}, pos, dir)).name, "rail") > 0 then
n_pos = self:get_pos_relative({x=0, y=0, z=1}, pos, dir); --left
elseif minetest.get_item_group(minetest.get_node(self:get_pos_relative({x=0, y=0, z=-1}, pos, dir)).name, "rail") > 0 then
n_pos = self:get_pos_relative({x=0, y=0, z=-1}, pos, dir); --right
elseif minetest.get_item_group(minetest.get_node(self:get_pos_relative({x=0, y=-1, z=1}, pos, dir)).name, "rail") > 0 then
n_pos = self:get_pos_relative({x=0, y=-1, z=1}, pos, dir); --left down
elseif minetest.get_item_group(minetest.get_node(self:get_pos_relative({x=0, y=-1, z=-1}, pos, dir)).name, "rail") > 0 then
n_pos = self:get_pos_relative({x=0, y=-1, z=-1}, pos, dir); --right down
elseif minetest.get_item_group(minetest.get_node(self:get_pos_relative({x=0, y=1, z=1}, pos, dir)).name, "rail") > 0 then
n_pos = self:get_pos_relative({x=0, y=1, z=1}, pos, dir); --left up
elseif minetest.get_item_group(minetest.get_node(self:get_pos_relative({x=0, y=1, z=-1}, pos, dir)).name, "rail") > 0 then
n_pos = self:get_pos_relative({x=0, y=1, z=-1}, pos, dir); --right up
else
n_pos = nil
end
end
if n_pos then
n_pos = vector.round(n_pos)
end
return n_pos
end,
on_activate = function(self, staticdata, dtime_s)
self.object:set_armor_groups({immortal=1})
--decrease speed after cart is left unattended
self.object:setvelocity(vector.multiply(self.object:getvelocity(), 0.5))
local pos = self.object:getpos()
local d = self:get_yaw()
self.old_pos = vector.round(pos)
self.old_direction = self:get_yaw()
--strict direction
self.old_direction.y = 0
if math.abs(self.old_direction.x) > math.abs(self.old_direction.z) then
self.old_direction.z = 0
else
self.old_direction.x = 0
end
self.old_direction = vector.normalize(self.old_direction)
end,
on_step = function(self, dtime)
local pos = self.object:getpos()
local p = vector.round(pos)
local v = self.object:getvelocity()
local s = vector.length(v)
--reset if cart stopped because of energy loss
if self.next_pos ~= nil and s < 0.01 then
self.next_pos = nil
end
-- Get player controls
if self.driver then
player = minetest.get_player_by_name(self.driver)
if player then
ctrl = player:get_player_control()
if ctrl and ctrl.up then
self.control_left = nil
self.control_right = nil
elseif ctrl and ctrl.right then
self.control_left = nil
self.control_right = true
elseif ctrl and ctrl.left then
self.control_left = true
self.control_right = nil
elseif ctrl and ctrl.down then
if (s - 1) >= 0 then
s = s - 1.5
end
end
end
end
--align cart on railroad
self:precize_on_rail(pos)
--calculate where cart will go next
if self.next_pos == nil or
(math.abs(self.old_pos.x - pos.x) + math.abs(self.old_pos.z - pos.z)) > 0.5 then
local node = minetest.get_node(p)
if node.name == "ignore" then
--map not loaded yet
self.next_pos = nil
elseif minetest.get_item_group(node.name, "rail") > 0 and
(math.abs(self.old_pos.x - pos.x) + math.abs(self.old_pos.z - pos.z)) > 1.5 then
--cart 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) + math.abs(self.old_pos.z - pos.z)) > 1.5 then
--cart 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 cart
self.old_pos = table.copy(self.next_pos)
self.next_pos = nil
self.object:setpos(self.old_pos)
s = 0
else
--continue from last rail
self.old_pos = table.copy(nextnext_pos)
self.object:setpos(nextnext_pos)
self.next_pos = self:get_next_rail_pos(nextnext_pos, self.old_direction)
end
end
s = s * 0.9
elseif minetest.get_item_group(node.name, "rail") > 0 and self.next_pos and
(math.abs(self.next_pos.x - pos.x) + math.abs(self.next_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 cart
self.next_pos = nil
self.object:setpos(self.old_pos)
s = 0
end
elseif minetest.get_item_group(node.name, "rail") > 0 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 cart
self.next_pos = nil
self.object:setpos(self.old_pos)
s = 0
end
end
self.control_left = nil
self.control_right = nil
end
--calculate next cart direction
if self.old_pos ~=nil and self.next_pos ~= nil then
local dir = vector.direction(self.old_pos, self.next_pos)
--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)
--more energy loss on turns
if dir.x ~= self.old_direction.x or dir.z ~= self.old_direction.z then
s = s - 0.4
end
--do not flip!
if dir.x * self.old_direction.x ~= -1 and dir.z * self.old_direction.z ~= -1 then
self.old_direction = table.copy(dir)
end
end
--handle punch
if self.punched and self.punch_direction then
if self.next_pos == nil then
self.next_pos = self:get_next_rail_pos(p, self.old_direction)
--wait...
elseif (s + 1) <= carts.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 = table.copy(dir)
self.punched = nil
else
self.punched = nil
end
end
--check rail and handle energy loss/increase
if self.next_pos ~= nil then
local node = minetest.get_node(p)
if node.name == "carts:powerrail" then
s = s + 0.5 --powerrail
elseif node.name == "carts:brakerail" then
s = s - 0.5 --brakerail
else
s = s - 0.05 --rail or something else
end
end
--mesecons support?
-- --local acceleration = minetest.get_item_group(node.name, "acceleration")
-- local acceleration = tonumber(minetest.get_meta(p):get_string("cart_acceleration"))--original PilzAdam version
-- if acceleration > 0 or acceleration < 0 then
-- s = s + acceleration --powerrail
-- end
--handle uphill/downhill
if self.next_pos ~= nil then
if self.next_pos.y < self.old_pos.y then
s = s + 0.5
elseif self.next_pos.y > self.old_pos.y then
s = s - 0.5
end
end
--limit speed
if s > carts.speed_max then
s = carts.speed_max
elseif s < 0 then
s = 0
end
--set new cart object parameters
v = vector.multiply(self.old_direction, s)
self:set_velocity(v)
self:set_yaw(self.old_direction)
--animation for uphill/downhill
if self.next_pos then
if self.next_pos.y < self.old_pos.y then
self.object:set_animation({x=1, y=1}, 1, 0)
elseif self.next_pos.y > self.old_pos.y then
self.object:set_animation({x=2, y=2}, 1, 0)
else
self.object:set_animation({x=0, y=0}, 1, 0)
end
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
carts:manage_attachment(clicker, nil)
elseif not self.driver then
self.driver = player_name
carts:manage_attachment(clicker, self.object)
end
end,
on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, direction)
-- Punched by non-player
if not puncher or not puncher:is_player() then
self.punched = true
self.punch_direction = direction
return
end
-- Player digs cart by sneak-punch
if puncher:get_player_control().sneak 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:setpos(self.old_pos)
end
local player = minetest.get_player_by_name(self.driver)
carts:manage_attachment(player, nil)
end
for _,obj_ in ipairs(self.attached_items) do
if obj_ then
obj_:set_detach()
end
end
-- Pick up cart
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", "carts:cart") then
local leftover = inv:add_item("main", "carts:cart")
-- If no room in inventory add a replacement cart to the world
if not leftover:is_empty() then
minetest.add_item(self.object:getpos(), leftover)
end
end
self.object:remove()
return
end
self.punched = true
self.punch_direction = puncher:get_look_dir()
end
}
function cart_entity:on_rightclick(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
carts:manage_attachment(clicker, nil)
elseif not self.driver then
self.driver = player_name
carts:manage_attachment(clicker, self.object)
end
end
function cart_entity:on_activate(staticdata, dtime_s)
self.object:set_armor_groups({immortal=1})
if string.sub(staticdata, 1, string.len("return")) ~= "return" then
return
end
local data = minetest.deserialize(staticdata)
if not data or type(data) ~= "table" then
return
end
self.railtype = data.railtype
if data.old_dir then
self.old_dir = data.old_dir
end
if data.old_vel then
self.old_vel = data.old_vel
end
end
function cart_entity:get_staticdata()
return minetest.serialize({
railtype = self.railtype,
old_dir = self.old_dir,
old_vel = self.old_vel
})
end
function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
local pos = self.object:getpos()
if not self.railtype then
local node = minetest.get_node(pos).name
self.railtype = minetest.get_item_group(node, "connect_to_raillike")
end
-- Punched by non-player
if not puncher or not puncher:is_player() then
local cart_dir = carts:get_rail_direction(pos, self.old_dir, nil, nil, self.railtype)
if vector.equals(cart_dir, {x=0, y=0, z=0}) then
return
end
self.velocity = vector.multiply(cart_dir, 2)
self.punched = true
return
end
-- Player digs cart by sneak-punch
if puncher:get_player_control().sneak 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:setpos(self.old_pos)
end
local player = minetest.get_player_by_name(self.driver)
carts:manage_attachment(player, nil)
end
for _,obj_ in ipairs(self.attached_items) do
if obj_ then
obj_:set_detach()
end
end
-- Pick up cart
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", "carts:cart") then
local leftover = inv:add_item("main", "carts:cart")
-- If no room in inventory add a replacement cart to the world
if not leftover:is_empty() then
minetest.add_item(self.object:getpos(), leftover)
end
end
self.object:remove()
return
end
-- Player punches cart to alter velocity
local vel = self.object:getvelocity()
if puncher:get_player_name() == self.driver then
if math.abs(vel.x + vel.z) > carts.punch_speed_max then
return
end
end
local punch_dir = carts:velocity_to_dir(puncher:get_look_dir())
punch_dir.y = 0
local cart_dir = carts:get_rail_direction(pos, punch_dir, nil, nil, self.railtype)
if vector.equals(cart_dir, {x=0, y=0, z=0}) then
return
end
local punch_interval = 1
if tool_capabilities and tool_capabilities.full_punch_interval then
punch_interval = tool_capabilities.full_punch_interval
end
time_from_last_punch = math.min(time_from_last_punch or punch_interval, punch_interval)
local f = 2 * (time_from_last_punch / punch_interval)
self.velocity = vector.multiply(cart_dir, f)
self.old_dir = cart_dir
self.punched = true
end
local function rail_on_step_event(handler, obj, dtime)
if handler then
handler(obj, dtime)
end
end
-- sound refresh interval = 1.0sec
local function rail_sound(self, dtime)
if not self.sound_ttl then
self.sound_ttl = 1.0
return
elseif self.sound_ttl > 0 then
self.sound_ttl = self.sound_ttl - dtime
return
end
self.sound_ttl = 1.0
if self.sound_handle then
local handle = self.sound_handle
self.sound_handle = nil
minetest.after(0.2, minetest.sound_stop, handle)
end
local vel = self.object:getvelocity()
local speed = vector.length(vel)
if speed > 0 then
self.sound_handle = minetest.sound_play(
"carts_cart_moving", {
object = self.object,
gain = (speed / carts.speed_max) / 2,
loop = true,
})
end
end
local function get_railparams(pos)
local node = minetest.get_node(pos)
return carts.railparams[node.name] or {}
end
local function rail_on_step(self, dtime)
local vel = self.object:getvelocity()
if self.punched then
vel = vector.add(vel, self.velocity)
self.object:setvelocity(vel)
self.old_dir.y = 0
elseif vector.equals(vel, {x=0, y=0, z=0}) then
return
end
local pos = self.object:getpos()
local update = {}
-- stop cart if velocity vector flips
if self.old_vel and self.old_vel.y == 0 and
(self.old_vel.x * vel.x < 0 or self.old_vel.z * vel.z < 0) then
self.old_vel = {x = 0, y = 0, z = 0}
self.old_pos = pos
self.object:setvelocity(vector.new())
self.object:setacceleration(vector.new())
rail_on_step_event(get_railparams(pos).on_step, self, dtime)
return
end
self.old_vel = vector.new(vel)
if self.old_pos and not self.punched then
local flo_pos = vector.round(pos)
local flo_old = vector.round(self.old_pos)
if vector.equals(flo_pos, flo_old) then
-- Do not check one node multiple times
return
end
end
local ctrl, player
-- Get player controls
if self.driver then
player = minetest.get_player_by_name(self.driver)
if player then
ctrl = player:get_player_control()
end
end
if self.old_pos then
-- Detection for "skipping" nodes
local found_path = carts:pathfinder(
pos, self.old_pos, self.old_dir, ctrl, self.old_switch, self.railtype
)
if not found_path then
-- No rail found: reset back to the expected position
pos = vector.new(self.old_pos)
update.pos = true
--stop the madness
self.object:setvelocity({x=0,y=0,z=0})
self.old_vel = {x = 0, y = 0, z = 0}
self.object:setacceleration({x = 0, y = 0, z = 0})
self.velocity = {x = 0, y = 0, z = 0}
--it won't stop :(
end
end
local cart_dir = carts:velocity_to_dir(vel)
local railparams
-- dir: New moving direction of the cart
-- switch_keys: Currently pressed L/R key, used to ignore the key on the next rail node
local dir, switch_keys = carts:get_rail_direction(
pos, cart_dir, ctrl, self.old_switch, self.railtype
)
local new_acc = {x=0, y=0, z=0}
if vector.equals(dir, {x=0, y=0, z=0}) then
vel = {x = 0, y = 0, z = 0}
pos = vector.round(pos)
update.pos = true
update.vel = true
else
-- Direction change detected
if not vector.equals(dir, self.old_dir) then
vel = vector.multiply(dir, math.abs(vel.x + vel.z))
update.vel = true
if dir.y ~= self.old_dir.y then
pos = vector.round(pos)
update.pos = true
end
end
-- Center on the rail
if dir.z ~= 0 and math.floor(pos.x + 0.5) ~= pos.x then
pos.x = math.floor(pos.x + 0.5)
update.pos = true
end
if dir.x ~= 0 and math.floor(pos.z + 0.5) ~= pos.z then
pos.z = math.floor(pos.z + 0.5)
update.pos = true
end
-- Slow down or speed up..
local acc = dir.y * -4.0
-- Get rail for corrected position
railparams = get_railparams(pos)
-- no need to check for railparams == nil since we always make it exist.
local speed_mod = railparams.acceleration
if speed_mod and speed_mod ~= 0 then
-- Try to make it similar to the original carts mod
acc = acc + speed_mod
else
-- Handbrake or coast
if ctrl and ctrl.down then
acc = acc - 3
else
acc = acc - 0.4
end
end
new_acc = vector.multiply(dir, acc)
end
-- Limits
local max_vel = carts.speed_max
for _, v in pairs({"x","y","z"}) do
if math.abs(vel[v]) > max_vel then
vel[v] = carts:get_sign(vel[v]) * max_vel
new_acc[v] = 0
update.vel = true
end
end
self.object:setacceleration(new_acc)
self.old_pos = vector.new(pos)
if not vector.equals(dir, {x=0, y=0, z=0}) then
self.old_dir = vector.new(dir)
end
self.old_switch = switch_keys
if self.punched then
-- Collect dropped items
for _, obj_ in pairs(minetest.get_objects_inside_radius(pos, 1)) do
if not obj_:is_player() and
obj_:get_luaentity() and
not obj_:get_luaentity().physical_state and
obj_:get_luaentity().name == "__builtin:item" then
obj_:set_attach(self.object, "", {x=0, y=0, z=0}, {x=0, y=0, z=0})
self.attached_items[#self.attached_items + 1] = obj_
end
end
self.punched = false
update.vel = true
end
railparams = railparams or get_railparams(pos)
if not (update.vel or update.pos) then
rail_on_step_event(railparams.on_step, self, dtime)
return
end
local yaw = 0
if self.old_dir.x < 0 then
yaw = 0.5
elseif self.old_dir.x > 0 then
yaw = 1.5
elseif self.old_dir.z < 0 then
yaw = 1
end
self.object:setyaw(yaw * math.pi)
local anim = {x=0, y=0}
if dir.y == -1 then
anim = {x=1, y=1}
elseif dir.y == 1 then
anim = {x=2, y=2}
end
self.object:set_animation(anim, 1, 0)
self.object:setvelocity(vel)
if update.pos then
self.object:setpos(pos)
end
-- call event handler
rail_on_step_event(railparams.on_step, self, dtime)
end
function cart_entity:on_step(dtime)
rail_on_step(self, dtime)
rail_sound(self, dtime)
end
minetest.register_entity("carts:cart", cart_entity)
minetest.register_craftitem("carts:cart", {
@ -381,9 +533,9 @@ minetest.register_craftitem("carts:cart", {
if not pointed_thing.type == "node" then
return
end
if carts:is_rail(pointed_thing.under) then
if minetest.get_item_group(minetest.get_node(pointed_thing.under).name, "rail") > 0 then
minetest.add_entity(pointed_thing.under, "carts:cart")
elseif carts:is_rail(pointed_thing.above) then
elseif minetest.get_item_group(minetest.get_node(pointed_thing.above).name, "rail") > 0 then
minetest.add_entity(pointed_thing.above, "carts:cart")
else
return

View File

@ -1,10 +1,18 @@
function carts:get_sign(z)
if z == 0 then
return 0
else
return z / math.abs(z)
end
end
-- function carts:get_sign(z)
-- if z == 0 then
-- return 0
-- else
-- return z / math.abs(z)
-- end
-- end
-- function carts:velocity_to_dir(v)
-- if math.abs(v.x) > math.abs(v.z) then
-- return {x=carts:get_sign(v.x), y=carts:get_sign(v.y), z=0}
-- else
-- return {x=0, y=carts:get_sign(v.y), z=carts:get_sign(v.z)}
-- end
-- end
function carts:manage_attachment(player, obj)
if not player then
@ -26,161 +34,6 @@ function carts:manage_attachment(player, obj)
end
end
function carts:velocity_to_dir(v)
if math.abs(v.x) > math.abs(v.z) then
return {x=carts:get_sign(v.x), y=carts:get_sign(v.y), z=0}
else
return {x=0, y=carts:get_sign(v.y), z=carts:get_sign(v.z)}
end
end
function carts:is_rail(pos, railtype)
local node = minetest.get_node(pos).name
if node == "ignore" then
local vm = minetest.get_voxel_manip()
local emin, emax = vm:read_from_map(pos, pos)
local area = VoxelArea:new{
MinEdge = emin,
MaxEdge = emax,
}
local data = vm:get_data()
local vi = area:indexp(pos)
node = minetest.get_name_from_content_id(data[vi])
end
if minetest.get_item_group(node, "rail") == 0 then
return false
end
if not railtype then
return true
end
return minetest.get_item_group(node, "connect_to_raillike") == railtype
end
function carts:check_front_up_down(pos, dir_, check_up, railtype)
local dir = vector.new(dir_)
local cur
-- Front
dir.y = 0
cur = vector.add(pos, dir)
if carts:is_rail(cur, railtype) then
return dir
end
-- Up
if check_up then
dir.y = 1
cur = vector.add(pos, dir)
if carts:is_rail(cur, railtype) then
return dir
end
end
-- Down
dir.y = -1
cur = vector.add(pos, dir)
if carts:is_rail(cur, railtype) then
return dir
end
return nil
end
function carts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
local pos = vector.round(pos_)
local cur
local left_check, right_check = true, true
-- Check left and right
local left = {x=0, y=0, z=0}
local right = {x=0, y=0, z=0}
if dir.z ~= 0 and dir.x == 0 then
left.x = -dir.z
right.x = dir.z
elseif dir.x ~= 0 and dir.z == 0 then
left.z = dir.x
right.z = -dir.x
end
if ctrl then
if old_switch == 1 then
left_check = false
elseif old_switch == 2 then
right_check = false
end
if ctrl.left and left_check then
cur = carts:check_front_up_down(pos, left, false, railtype)
if cur then
return cur, 1
end
left_check = false
end
if ctrl.right and right_check then
cur = carts:check_front_up_down(pos, right, false, railtype)
if cur then
return cur, 2
end
right_check = true
end
end
-- Normal
cur = carts:check_front_up_down(pos, dir, true, railtype)
if cur then
return cur
end
-- Left, if not already checked
if left_check then
cur = carts:check_front_up_down(pos, left, false, railtype)
if cur then
return cur
end
end
-- Right, if not already checked
if right_check then
cur = carts:check_front_up_down(pos, right, false, railtype)
if cur then
return cur
end
end
-- Backwards
if not old_switch then
cur = carts:check_front_up_down(pos, {
x = -dir.x,
y = dir.y,
z = -dir.z
}, true, railtype)
if cur then
return cur
end
end
return {x=0, y=0, z=0}
end
function carts:pathfinder(pos_, old_pos, old_dir, ctrl, pf_switch, railtype)
local pos = vector.round(pos_)
local pf_pos = vector.round(old_pos)
local pf_dir = vector.new(old_dir)
for i = 1, 5 do
if vector.equals(pf_pos, pos) then
-- Success! Cart moved on correctly
return true
end
pf_dir, pf_switch = carts:get_rail_direction(pf_pos, pf_dir, ctrl, pf_switch, railtype)
if vector.equals(pf_dir, {x=0, y=0, z=0}) then
-- No way forwards
return false
end
pf_pos = vector.add(pf_pos, pf_dir)
end
-- Cart not found
return false
end
function carts:register_rail(name, def_overwrite, railparams)
local def = {
drawtype = "raillike",

View File

@ -4,7 +4,7 @@ carts.modpath = minetest.get_modpath("carts")
carts.railparams = {}
-- Maximal speed of the cart in m/s (min = -1)
carts.speed_max = 7
carts.speed_max = 10
-- Set to -1 to disable punching the cart from inside (min = -1)
carts.punch_speed_max = 5

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