minetest_game/mods/carts/cart_entity.lua

693 lines
27 KiB
Lua

local cart_entity = {
hp_max = 80,
physical = false, -- otherwise going uphill breaks
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
visual = "mesh",
mesh = "carts_cart.b3d",
visual_size = {x=1, y=1},
textures = {"carts_cart.png"},
driver = nil,
punched = false, -- used to re-send velocity and position
punch_direction = true,
control_left = nil,
control_right = nil,
attached_items = {},
old_pos = nil, --rounded
next_pos = nil, --rounded
old_direction = nil,
full_stop = false, --when cart stopped and dont hawe any reason to move
-- 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, tolerance)
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)>tolerance 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)>tolerance 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)>tolerance then
aligned_pos.y = self.old_pos.y
self.object:setpos(aligned_pos)
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
--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 dir = direction
if dir == nil then
local yaw = self.object:getyaw()
dir = {x=0, y=0, z=0}
yaw = yaw + math.pi/2
dir.x = math.cos(yaw)
dir.z = math.sin(yaw)
dir = vector.normalize(dir)
end
if --NORD
dir.x > 0 and
dir.z <= math.abs(dir.x)
then
return {x=pos.x+rel_pos.x, y=pos.y+rel_pos.y, z=pos.z+rel_pos.z}
elseif --EAST
dir.z < 0 and
dir.x <= math.abs(dir.z)
then
return {x=pos.x+rel_pos.z, y=pos.y+rel_pos.y, z=pos.z-rel_pos.x}
elseif --WEST
dir.z > 0 and
dir.x <= math.abs(dir.z)
then
return {x=pos.x-rel_pos.z, y=pos.y+rel_pos.y, z=pos.z+rel_pos.x}
elseif --SOUTH
dir.x < 0 and
dir.z <= math.abs(dir.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})
self.object:set_armor_groups({fleshy=40, snappy=60, choppy=80})
--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)
local dir = self:get_yaw()
--strict direction
dir.y = 0
if math.abs(dir.x) > math.abs(dir.z) then
dir.z = 0
else
dir.x = 0
end
self.old_direction = vector.round(dir)
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)
-- 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
end
if ctrl and ctrl.down then
if (s - 1) >= 0 then
s = s - 1.5
end
end
end
end
if self.full_stop then
-- when punch or mesecons
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)
-- 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
--map not loaded yet
self.next_pos = nil
s = s * 0.5
elseif minetest.get_item_group(node.name, "rail") > 0 and
(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
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
--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.full_stop = true
self.next_pos = nil
self.object:setpos(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:setpos(nextnext_pos)
self.next_pos = self:get_next_rail_pos(nextnext_pos, dir)
end
end
s = s * 0.9
elseif minetest.get_item_group(node.name, "rail") > 0 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 cart
self.full_stop = true
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.full_stop = true
self.next_pos = nil
self.object:setpos(self.old_pos)
s = 0
end
end
self.control_left = nil
self.control_right = nil
--calculate next cart 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 - 0.4
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 == "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
-- loss energy on skipped blocks
s = s - 0.05 * 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("cart_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) <= carts.punch_speed_max then
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
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
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)
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 cart 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: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()
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
-- 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.punch_direction = puncher:get_look_dir()
end
end
}
minetest.register_entity("carts:cart", cart_entity)
minetest.register_craftitem("carts:cart", {
description = "Cart (Sneak+Click to pick up)",
inventory_image = minetest.inventorycube("carts_cart_top.png", "carts_cart_side.png", "carts_cart_side.png"),
wield_image = "carts_cart_side.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]
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
if minetest.get_item_group(minetest.get_node(pointed_thing.under).name, "rail") > 0 then
minetest.add_entity(pointed_thing.under, "carts:cart")
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
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,
})
minetest.register_craft({
output = "carts:cart",
recipe = {
{"default:steel_ingot", "", "default:steel_ingot"},
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
},
})