Carts rewrited and works fine with long server step.

master
AndrejIT 2017-04-29 21:48:16 +03:00
parent 6f0c23c85d
commit 93050fa82b
1 changed files with 296 additions and 165 deletions

View File

@ -1,4 +1,5 @@
local cart_entity = { local cart_entity = {
hp_max = 80,
physical = false, -- otherwise going uphill breaks physical = false, -- otherwise going uphill breaks
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
visual = "mesh", visual = "mesh",
@ -17,6 +18,7 @@ local cart_entity = {
old_pos = nil, --rounded old_pos = nil, --rounded
next_pos = nil, --rounded next_pos = nil, --rounded
old_direction = nil, old_direction = nil,
full_stop = false, --when cart stopped and dont hawe any reason to move
-- sound refresh interval = 1.0sec -- sound refresh interval = 1.0sec
rail_sound = function(self, dtime) rail_sound = function(self, dtime)
@ -88,21 +90,40 @@ local cart_entity = {
end, end,
--align cart position on railroad --align cart position on railroad
precize_on_rail = function(self, pos) precize_on_rail = function(self, pos, tolerance)
local v = self.object:getvelocity() local v = self.object:getvelocity()
local aligned_pos = table.copy(pos) local aligned_pos = table.copy(pos)
if self.old_direction.x == 0 and math.abs(self.old_pos.x-pos.x)>0.2 then if self.old_direction.x == 0 and math.abs(self.old_pos.x-pos.x)>tolerance then
aligned_pos.x = self.old_pos.x aligned_pos.x = self.old_pos.x
self.object:setpos(aligned_pos) self.object:setpos(aligned_pos)
elseif self.old_direction.z == 0 and math.abs(self.old_pos.z-pos.z)>0.2 then elseif self.old_direction.z == 0 and math.abs(self.old_pos.z-pos.z)>tolerance then
aligned_pos.z = self.old_pos.z aligned_pos.z = self.old_pos.z
self.object:setpos(aligned_pos) self.object:setpos(aligned_pos)
elseif self.old_direction.y == 0 and math.abs(self.old_pos.y-pos.y)>0.2 then elseif self.old_direction.y == 0 and math.abs(self.old_pos.y-pos.y)>tolerance then
aligned_pos.y = self.old_pos.y aligned_pos.y = self.old_pos.y
self.object:setpos(aligned_pos) self.object:setpos(aligned_pos)
end end
end, end,
-- rounded to 1 direction vector betvin start and end positions
precize_direction = function(self, pos1, pos2)
local dir = {x=0, y=0, z=0}
if pos1.x == pos2.x then
dir.z = math.sign(pos2.z - pos1.z)
elseif pos1.z == pos2.z then
dir.x = math.sign(pos2.x - pos1.x)
elseif math.abs(pos2.x - pos1.x) < math.abs(pos2.z - pos1.z) then
dir.z = math.sign(pos2.z - pos1.z)
else
dir.x = math.sign(pos2.x - pos1.x)
end
if math.abs(pos2.y - pos1.y) > 0 then
dir.y = math.sign(pos2.y - pos1.y)
end
return dir
end,
--position, relative to --position, relative to
--x-FRONT/BACK, z-LEFT/RIGHT --x-FRONT/BACK, z-LEFT/RIGHT
get_pos_relative = function(self, rel_pos, position, direction) get_pos_relative = function(self, rel_pos, position, direction)
@ -117,37 +138,37 @@ local cart_entity = {
return {x=pos.x, y=pos.y+rel_pos.y, z=pos.z} return {x=pos.x, y=pos.y+rel_pos.y, z=pos.z}
end end
local v = direction local dir = direction
if v == nil then if dir == nil then
local yaw = self.object:getyaw() local yaw = self.object:getyaw()
v = {x=0, y=0, z=0} dir = {x=0, y=0, z=0}
yaw = yaw + math.pi/2 yaw = yaw + math.pi/2
v.x = math.cos(yaw) dir.x = math.cos(yaw)
v.z = math.sin(yaw) dir.z = math.sin(yaw)
v = vector.normalize(v) dir = vector.normalize(dir)
end end
if --NORD if --NORD
v.x > 0 and dir.x > 0 and
v.z >= -v.x and v.z <= v.x dir.z <= math.abs(dir.x)
then then
return {x=pos.x+rel_pos.x, y=pos.y+rel_pos.y, z=pos.z+rel_pos.z} return {x=pos.x+rel_pos.x, y=pos.y+rel_pos.y, z=pos.z+rel_pos.z}
elseif --EAST elseif --EAST
v.z < 0 and dir.z < 0 and
v.x >= v.z and v.x <= -v.z dir.x <= math.abs(dir.z)
then then
return {x=pos.x-rel_pos.z, y=pos.y+rel_pos.y, z=pos.z-rel_pos.x} return {x=pos.x+rel_pos.z, y=pos.y+rel_pos.y, z=pos.z-rel_pos.x}
elseif --WEST elseif --WEST
v.z > 0 and dir.z > 0 and
v.x >= -v.z and v.x <= v.z dir.x <= math.abs(dir.z)
then then
return {x=pos.x+rel_pos.z, y=pos.y+rel_pos.y, z=pos.z+rel_pos.x} return {x=pos.x-rel_pos.z, y=pos.y+rel_pos.y, z=pos.z+rel_pos.x}
elseif --SOUTH elseif --SOUTH
v.x < 0 and dir.x < 0 and
v.z >= v.x and v.z <= -v.x dir.z <= math.abs(dir.x)
then then
return {x=pos.x-rel_pos.x, y=pos.y+rel_pos.y, z=pos.z-rel_pos.z} return {x=pos.x-rel_pos.x, y=pos.y+rel_pos.y, z=pos.z-rel_pos.z}
end end
@ -233,7 +254,8 @@ local cart_entity = {
end, end,
on_activate = function(self, staticdata, dtime_s) on_activate = function(self, staticdata, dtime_s)
self.object:set_armor_groups({immortal=1}) -- self.object:set_armor_groups({immortal=1})
self.object:set_armor_groups({fleshy=40, snappy=60, choppy=80})
--decrease speed after cart is left unattended --decrease speed after cart is left unattended
self.object:setvelocity(vector.multiply(self.object:getvelocity(), 0.5)) self.object:setvelocity(vector.multiply(self.object:getvelocity(), 0.5))
@ -242,16 +264,16 @@ local cart_entity = {
local d = self:get_yaw() local d = self:get_yaw()
self.old_pos = vector.round(pos) self.old_pos = vector.round(pos)
self.old_direction = self:get_yaw() local dir = self:get_yaw()
--strict direction --strict direction
self.old_direction.y = 0 dir.y = 0
if math.abs(self.old_direction.x) > math.abs(self.old_direction.z) then if math.abs(dir.x) > math.abs(dir.z) then
self.old_direction.z = 0 dir.z = 0
else else
self.old_direction.x = 0 dir.x = 0
end end
self.old_direction = vector.normalize(self.old_direction) self.old_direction = vector.round(dir)
end, end,
on_step = function(self, dtime) on_step = function(self, dtime)
@ -260,11 +282,6 @@ local cart_entity = {
local v = self.object:getvelocity() local v = self.object:getvelocity()
local s = vector.length(v) 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 -- Get player controls
if self.driver then if self.driver then
player = minetest.get_player_by_name(self.driver) player = minetest.get_player_by_name(self.driver)
@ -279,7 +296,8 @@ local cart_entity = {
elseif ctrl and ctrl.left then elseif ctrl and ctrl.left then
self.control_left = true self.control_left = true
self.control_right = nil self.control_right = nil
elseif ctrl and ctrl.down then end
if ctrl and ctrl.down then
if (s - 1) >= 0 then if (s - 1) >= 0 then
s = s - 1.5 s = s - 1.5
end end
@ -287,49 +305,136 @@ local cart_entity = {
end end
end end
--align cart on railroad
self:precize_on_rail(pos)
--calculate where cart will go next if self.full_stop then
if self.next_pos == nil or -- when punch or mesecons
(math.abs(self.old_pos.x - pos.x) + math.abs(self.old_pos.z - pos.z)) > 0.5 then if self.punched and self.punch_direction then
self.full_stop = false
--handle punch
if (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 = 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 cart 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
local node = minetest.get_node(p) local node = minetest.get_node(p)
-- 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 == "carts:powerrail" then
s = s + 0.5
elseif node.name == "carts:brakerail" then
s = s - 0.5
else
s = s - 0.05 --rail or something else
end
-- cart 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 cart 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 cart reached next rail
local node = minetest.get_node(p)
self:precize_on_rail(pos, 0.2)
--calculate where cart will go next
if node.name == "ignore" then if node.name == "ignore" then
--map not loaded yet --map not loaded yet
self.next_pos = nil self.next_pos = nil
s = s * 0.5
elseif minetest.get_item_group(node.name, "rail") > 0 and 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 (math.abs(self.old_pos.x - pos.x) > 1.5 or
math.abs(self.old_pos.z - pos.z) > 1.5)
then
--cart went too far, accept new road --cart went too far, accept new road
self.old_pos = table.copy(p) self.old_pos = table.copy(p)
self.next_pos = self:get_next_rail_pos(p, self.old_direction) self.next_pos = self:get_next_rail_pos(p, self.old_direction)
s = s * 0.9 s = s * 0.9
elseif (math.abs(self.old_pos.x - pos.x) + math.abs(self.old_pos.z - pos.z)) > 1.5 then elseif (math.abs(self.old_pos.x - pos.x) > 1.5 or
math.abs(self.old_pos.z - pos.z) > 1.5)
then
--cart went too far, return to old road --cart went too far, return to old road
if self.next_pos then if self.next_pos then
local nextnext_pos = self:get_next_rail_pos(self.next_pos, self.old_direction) local nextnext_pos = self:get_next_rail_pos(self.next_pos, self.old_direction)
if nextnext_pos == nil then if nextnext_pos == nil then
--dead end, stop cart --dead end, stop cart
self.old_pos = table.copy(self.next_pos) self.old_pos = table.copy(self.next_pos)
self.full_stop = true
self.next_pos = nil self.next_pos = nil
self.object:setpos(self.old_pos) self.object:setpos(self.old_pos)
s = 0 s = 0
else else
--continue from last rail --continue from last rail
local dir = self:precize_direction(self.next_pos, nextnext_pos)
self.old_pos = table.copy(nextnext_pos) self.old_pos = table.copy(nextnext_pos)
self.object:setpos(nextnext_pos) self.object:setpos(nextnext_pos)
self.next_pos = self:get_next_rail_pos(nextnext_pos, self.old_direction) self.next_pos = self:get_next_rail_pos(nextnext_pos, dir)
end end
end end
s = s * 0.9 s = s * 0.9
elseif minetest.get_item_group(node.name, "rail") > 0 and self.next_pos and 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 (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 --on next rail
self.old_pos = table.copy(p) self.old_pos = table.copy(p)
self.next_pos = self:get_next_rail_pos(p, self.old_direction) self.next_pos = self:get_next_rail_pos(p, self.old_direction)
if self.next_pos == nil then if self.next_pos == nil then
--dead end, stop cart --dead end, stop cart
self.full_stop = true
self.next_pos = nil self.next_pos = nil
self.object:setpos(self.old_pos) self.object:setpos(self.old_pos)
s = 0 s = 0
@ -341,6 +446,7 @@ local cart_entity = {
if self.next_pos == nil then if self.next_pos == nil then
--dead end, stop cart --dead end, stop cart
self.full_stop = true
self.next_pos = nil self.next_pos = nil
self.object:setpos(self.old_pos) self.object:setpos(self.old_pos)
s = 0 s = 0
@ -349,104 +455,99 @@ local cart_entity = {
self.control_left = nil self.control_left = nil
self.control_right = nil self.control_right = nil
end
--calculate next cart direction --calculate next cart direction
if self.old_pos ~=nil and self.next_pos ~= nil then if self.old_pos ~=nil and self.next_pos ~= nil then
local dir = vector.direction(self.old_pos, self.next_pos) local dir = self:precize_direction(self.old_pos, self.next_pos)
--dir.y = 0 local direction_changes = false
--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 -- direction changes
if dir.x ~= self.old_direction.x or dir.z ~= self.old_direction.z then if dir.x ~= self.old_direction.x or dir.z ~= self.old_direction.z or dir.y ~= self.old_direction.y then
s = s - 0.4 --do not flip!
end if dir.x * self.old_direction.x ~= -1 and dir.z * self.old_direction.z ~= -1 then
direction_changes = true
--do not flip! end
if dir.x * self.old_direction.x ~= -1 and dir.z * self.old_direction.z ~= -1 then end
self.old_direction = table.copy(dir)
end -- new direction
end if direction_changes then
self.old_direction = table.copy(dir)
--handle punch end
if self.punched and self.punch_direction then
if self.next_pos == nil then -- more energy loss on turns
self.next_pos = self:get_next_rail_pos(p, self.old_direction) if direction_changes then
--wait... s = s - 0.4
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 end
dir = vector.normalize(dir)
self.old_direction = table.copy(dir)
self.punched = nil
else
self.punched = nil
end end
end
--check rail and handle energy loss/increase --handle downhill/uphill energy
if self.next_pos ~= nil then if self.next_pos ~= nil then
local node = minetest.get_node(p) if self.next_pos.y < self.old_pos.y then
s = s + 0.5 -- downhill
if node.name == "carts:powerrail" then elseif self.next_pos.y > self.old_pos.y then
s = s + 0.5 --powerrail s = s - 0.5 -- uphill
elseif node.name == "carts:brakerail" then end
s = s - 0.5 --brakerail
else
s = s - 0.05 --rail or something else
end end
end
--mesecons support? --check rail and handle energy loss/increase
-- --local acceleration = minetest.get_item_group(node.name, "acceleration") if self.next_pos ~= nil then
-- local acceleration = tonumber(minetest.get_meta(p):get_string("cart_acceleration"))--original PilzAdam version if node.name == "carts:powerrail" then
-- if acceleration > 0 or acceleration < 0 then s = s + 0.5
-- s = s + acceleration --powerrail elseif node.name == "carts:brakerail" then
-- end s = s - 0.5
else
--handle uphill/downhill s = s - 0.05 --rail or something else
if self.next_pos ~= nil then end
if self.next_pos.y < self.old_pos.y then -- loss energy on skipped blocks
s = s + 0.5 s = s - 0.05 * vector.distance(self.next_pos, self.old_pos)
elseif self.next_pos.y > self.old_pos.y then
s = s - 0.5
end end
end
--limit speed --mesecons support?
if s > carts.speed_max then -- --local acceleration = minetest.get_item_group(node.name, "acceleration")
s = carts.speed_max -- local acceleration = tonumber(minetest.get_meta(p):get_string("cart_acceleration"))--original PilzAdam version
elseif s < 0 then -- if acceleration > 0 or acceleration < 0 then
s = 0 -- s = s + acceleration --powerrail
end -- end
--set new cart object parameters --handle punch
v = vector.multiply(self.old_direction, s) if self.punched and self.punch_direction then
self:set_velocity(v) if (s + 1) <= carts.punch_speed_max then
self:set_yaw(self.old_direction) s = s + 1
else
self.punched = nil
end
end
--limit speed
if s > carts.speed_max then
s = carts.speed_max
elseif s < 0 then
s = 0
end
-- cart 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 and
node.name ~= "carts:powerrail"
then
self.full_stop = true
end
end
--set new cart 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 --animation for uphill/downhill
if self.next_pos then if self.old_direction.y < 0 then
if self.next_pos.y < self.old_pos.y then self.object:set_animation({x=1, y=1}, 1, 0)
self.object:set_animation({x=1, y=1}, 1, 0) elseif self.old_direction.y > 0 then
elseif self.next_pos.y > self.old_pos.y then self.object:set_animation({x=2, y=2}, 1, 0)
self.object:set_animation({x=2, y=2}, 1, 0)
else
self.object:set_animation({x=0, y=0}, 1, 0)
end
else else
self.object:set_animation({x=0, y=0}, 1, 0) self.object:set_animation({x=0, y=0}, 1, 0)
end end
@ -470,47 +571,77 @@ local cart_entity = {
end, end,
on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, direction) 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 if not puncher or not puncher:is_player() then
-- Punched by non-player
self.punched = true self.punched = true
self.punch_direction = direction self.punch_direction = direction
return elseif puncher:get_player_control().sneak then
end -- Player digs cart by sneak-punch
-- Player digs cart by sneak-punch if self.driver == nil or puncher:get_player_name() == self.driver then
if puncher:get_player_control().sneak then if self.sound_handle then
if self.sound_handle then minetest.sound_stop(self.sound_handle)
minetest.sound_stop(self.sound_handle) end
end -- Detach driver and items
-- Detach driver and items if self.driver then
if self.driver then if self.old_pos then
if self.old_pos then self.object:setpos(self.old_pos)
self.object:setpos(self.old_pos) end
end local player = minetest.get_player_by_name(self.driver)
local player = minetest.get_player_by_name(self.driver) carts:manage_attachment(player, nil)
carts:manage_attachment(player, nil) end
end for _,obj_ in ipairs(self.attached_items) do
for _,obj_ in ipairs(self.attached_items) do if obj_ then
if obj_ then obj_:set_detach()
obj_:set_detach() end
end end
end -- Pick up cart
-- Pick up cart local inv = puncher:get_inventory()
local inv = puncher:get_inventory() if not (creative and creative.is_enabled_for
if not (creative and creative.is_enabled_for and creative.is_enabled_for(puncher:get_player_name()))
and creative.is_enabled_for(puncher:get_player_name())) or not inv:contains_item("main", "carts:cart") then
or not inv:contains_item("main", "carts:cart") then local leftover = inv:add_item("main", "carts:cart")
local leftover = inv:add_item("main", "carts:cart") -- If no room in inventory add a replacement cart to the world
-- If no room in inventory add a replacement cart to the world if not leftover:is_empty() then
if not leftover:is_empty() then minetest.add_item(self.object:getpos(), leftover)
minetest.add_item(self.object:getpos(), leftover) end
end end
end self.object:remove()
self.object:remove() end
return else
end -- 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
-- cart 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 cart 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: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
end
end,
self)
self.punched = true self.punched = true
self.punch_direction = puncher:get_look_dir() self.punch_direction = puncher:get_look_dir()
end
end end
} }