1.0.0-rc1

master
Andrey2470T 2019-07-16 16:26:36 +03:00
parent 94e498bb27
commit e23b303597
2 changed files with 80 additions and 351 deletions

418
api.lua
View File

@ -27,12 +27,7 @@ end
local is_car_driven = nil
-- The method calculates new position for any car seat (for example, after a car turning)
adv_vehicles.rotate_point_around_other_point = function (circle_centre_pos, rotating_point_pos, fixed_point_yaw, current_point_yaw)
local turn_angle = current_point_yaw
if fixed_point_yaw > current_point_yaw then
turn_angle = fixed_point_yaw+current_point_yaw
elseif fixed_point_yaw < current_point_yaw then
turn_angle = -(fixed_point_yaw+current_point_yaw)
end
local turn_angle = current_point_yaw-fixed_point_yaw
local new_pos = {x=rotating_point_pos.x, y=circle_centre_pos.y, z=rotating_point_pos.z}
new_pos.x = circle_centre_pos.x + (rotating_point_pos.x-circle_centre_pos.x) * math.cos(turn_angle) - (rotating_point_pos.z-circle_centre_pos.z) * math.sin(turn_angle)
new_pos.z = circle_centre_pos.z + (rotating_point_pos.z-circle_centre_pos.z) * math.cos(turn_angle) + (rotating_point_pos.x-circle_centre_pos.x) * math.sin(turn_angle)
@ -42,23 +37,33 @@ end
-- The method attaches a player to the car
adv_vehicles.attach_player_to_veh = function(player, vehicle, seated, model, animation)
if vehicle.seats_list[seated].busy_by then
minetest.chat_send_player(player:get_player_name(), "This seat is busy by" .. vehicle.seats_list[seat_num].busy_by .. "!")
minetest.chat_send_player(player:get_player_name(), "This seat is busy by" .. vehicle.seats_list[seated].busy_by .. "!")
return
end
vehicle.seats_list[seated].busy_by = player:get_player_name()
local veh_rot = vehicle.object:get_rotation()
local fixed_veh_yaw = vehicle.fixed_veh_rotate_angle
local new_seat_pos = adv_vehicles.rotate_point_around_other_point({x=0, y=0, z=0}, vehicle.seats_list[seated].pos, fixed_veh_yaw, math.deg(veh_rot.y))
local new_seat_pos = adv_vehicles.rotate_point_around_other_point({x=0, y=0, z=0}, vehicle.seats_list[seated].pos, vehicle.fixed_veh_rotate_angle, veh_rot.y)
new_seat_pos.y = 9
vehicle.seats_list[seated].pos = new_seat_pos
vehicle.fixed_car_rotate_angle = math.deg(veh_rot.y)
local meta = player:get_meta()
meta:set_string("is_sit", minetest.serialize({veh_name, seated}))
local new_player_rot = {x=math.deg(veh_rot.x), y=veh_rot.y+180, z=math.deg(veh_rot.z)}
local p=vehicle.object:get_pos()
--player:set_pos({x=p.x+vehicle.seats_list[seated].pos.x, y=p.y, z=p.z+vehicle.seats_list[seated].pos.z})
local eye_offset_fi, eye_offset_th = player:get_eye_offset()
if vehicle.seats_list[seated].eye_offset then
local eye_off = vehicle.seats_list[seated].eye_offset
player:set_eye_offset({x=eye_offset_fi.x+eye_off.x, y=eye_offset_fi.y+(eye_off.y or 0), z=eye_offset_fi.z+eye_off.z}, eye_offset_th)
end
player:set_attach(vehicle.object, "", new_seat_pos, new_player_rot)
local eye_offset = player:get_eye_offset()
player:set_eye_offset({x=vehicle.seats_list[seated].pos.x, y=0, z=vehicle.seats_list[seated].pos.z}, eye_offset)
--[[if not vehicle.seats_list[seated].eye_offset then
player:set_eye_offset({x=vehicle.seats_list[seated].pos.x, y=0, z=vehicle.seats_list[seated].pos.z}, eye_offset)
else
player:set_eye_offset({z=vehicle.seats_list[seated].eye_offset.x, y=0, z=vehicle.seats_list[seated].eye_offset.z}, eye_offset)
end]]
--player:set_eye_offset({x=-4.0, y=-3.0, z=3.0}, eye_offset)
@ -75,8 +80,6 @@ adv_vehicles.detach_player_from_veh = function (player, vehicle, seated, model,
if not vehicle.seats_list[seated].busy_by then
return
end
--vehicle.fixed_veh_rotate_angle = math.deg(vehicle.object:get_yaw())
local meta = player:get_meta()
meta:set_string("is_sit", "")
vehicle.seats_list[seated].busy_by = nil
@ -92,14 +95,14 @@ end
-- Moves a point around the centre dependently on the rotation angle and returns derived new position of that point.
-- *old_yaw is a fixed_veh_rotation_angle is saved in an entity.
adv_vehicles.pave_vector = function (vehicle, vect_length, old_yaw)
local yaw = math.deg(vehicle.object:get_yaw())
local pos2 = {x=0, y=0, z=vect_length}
local pos3 = adv_vehicles.rotate_point_around_other_point({x=0, y=0, z=0}, pos2, old_yaw, yaw)
--local vect = vector.new({x=0, y=0, z=0})
--local vector_coords = vector.direction(vect, pos3)
return pos3, yaw
-- *old_acc_vect_pos is an acceleration vector position is also saved in the entity.
adv_vehicles.pave_vector = function (vehicle, old_acc_vect_pos, old_yaw)
local yaw = vehicle.object:get_yaw()
if yaw == old_yaw then
return vehicle.acc_vector_pos, yaw
end
local new_acc_vect_pos = adv_vehicles.rotate_point_around_other_point({x=0, y=0, z=0}, old_acc_vect_pos, old_yaw, yaw)
return new_acc_vect_pos, yaw
end
-- WARNING! This method doesn`t work properly currently.
@ -147,100 +150,8 @@ adv_vehicles.rotate_collisionbox = function (vehicle, yaw)
local old_cbox_yaw = vehicle.collisionbox_yaw.val
vehicle.collisionbox_yaw = {val=old_cbox_yaw+yaw, along_axis=new_cbox_dir}
end
--[[while temp_degs ~= 0 do
temp_degs = temp_degs - 90
if yaw < 0 then
if axises_table[1] == cur_cbox_dir then
axle = axises_table[#axises_table]
else
axle =
else
times = times + 1
end
end
for num, axis in pairs(axises_table) do
local cboxes = {
["z"] = {car_cbox[1], car_cbox[2], car_cbox[3], car_cbox[4], car_cbox[5], car_cbox[6]},
["x"] = {car_cbox[3], car_cbox[2], car_cbox[1], car_cbox[6], car_cbox[5], car_cbox[4]},
["-z"] = {car_cbox[1]*-1, car_cbox[2], car_cbox[3]*-1, car_cbox[4]*-1, car_cbox[5], car_cbox[6]*-1},
["-x"] = {car_cbox[3]*-1, car_cbox[2], car_cbox[1]*-1, car_cbox[6]*-1, car_cbox[5], car_cbox[4]*-1}
}
for num, axis in pairs(axises_table) do
if axis == cbox_dir then
for degs, cbox in pairs(cboxes) do
if tostring(yaw) == degs then
car.object:set_properties({collisionbox=cbox})
return true
end
end
end]]
--[[adv_cars.falldown_car = function (car)
local name = car.entity_name
local car_cbox_n_x = minetest.registered_entities[name].collisionbox[1]
local car_cbox_n_y = minetest.registered_entities[name].collisionbox[2]
local car_cbox_n_z = minetest.registered_entities[name].collisionbox[3]
local car_cbox_p_x = minetest.registered_entities[name].collisionbox[4]
local car_cbox_p_z = minetest.registered_entities[name].collisionbox[6]
local car_pos = car.object:get_pos()
local pos_cbox_n_x = car_pos.x - car_cbox_n_x
local pos_cbox_n_z = car_pos.z - car_cbox_n_z
local pos_cbox_p_x = car_pos.x - car_cbox_p_x
local pos_cbox_p_z = car_pos.z - car_cbox_p_z
local pos_cbox_n_y = car_pos.y - math.abs(car_cbox_n_y)
local node1 = minetest.get_node({x=pos_cbox_n_x, y=pos_cbox_n_y-15, z=pos_cbox_n_z})
local node2 = minetest.get_node({x=pos_cbox_p_x, y=pos_cbox_n_y-15, z=pos_cbox_n_z})
local node3 = minetest.get_node({x=pos_cbox_n_x, y=pos_cbox_n_y-15, z=pos_cbox_p_z})
local node4 = minetest.get_node({x=pos_cbox_p_x, y=pos_cbox_n_y-15, z=pos_cbox_p_z})
local node1 = minetest.get_node(node1_pos)
local node2 = minetest.get_node(node2_pos)
local node3 = minetest.get_node(node3_pos)
local node4 = minetest.get_node(node4_pos)
local node1_name = node.name
local node_cboxes = minetest.registered_nodes[node_name].collisionbox.fixed or minetest.registered_nodes[node_name].node_box.fixed
local max_cbox_top = 0
for _, node_cbox in ipairs(node_cboxes) do
local node_cbox_top = node_pos.y+node_cbox.y
if node_cbox_top > max_cbox_top then
max_cbox_top = node_cbox_top
end
end
local pos = car.object:get_pos()
local acc = car.object:get_acceleration()
if acc.y == 0 and not self.collide_y then
car.object:set_acceleration({x=acc.x, y=-0.1, z=acc.z})
self.y = pos.y
elseif acc.y ~= 0 and pos.y ~= self.y then
car.object:set_acceleration({x=acc.x, y=acc.y*4, z=acc.z})
self.y = pos.y
elseif acc.y ~= 0 and pos.y == self.y then
self.collide_y = true
car.object:set_acceleration({x=acc.x, y=0, z=acc.z})
end
if node.name == "air" and pos.cbox_bottom > max_cbox_top then -- UNTESTED
if acc.y == 0 then
car.object:set_acceleration({x=acc.x, y=-0.1, z=acc.z})
return true
end
car.object:set_acceleration({x=acc.x, y=acc.y*4, z=acc.z})
else
car.object:set_acceleration({x=acc.x, y=0, z=acc.z})
end
end]]
--local is_acc_set
--local is_oppos_acc_set
local is_fallen
--local is_posveh_stopping
--local is_negveh_stopping
-- Bounces a car only due to the falling.
adv_vehicles.collide = function (vehicle)
local vel = vehicle.object:get_velocity()
@ -265,21 +176,10 @@ adv_vehicles.collide = function (vehicle)
is_fallen = nil
end
end
--local is_oppos_acc_set
--[[adv_vehicles.vehicle_stop = function (vehicle)
local acc = vehicle.object:get_acceleration()
local vel = vehicle.object:get_velocity()
if (vel.x and vel.z) ~= 0 then]]
--[[adv_vehicle.recalculate_move_dir = function (vehicle)
local vel = vehicle.object:get_velocity()
if (vel.x and vel.z) == 0 then return end
local new_vect_coords = adv_vehicle.pave_vector(vehicle, -5.0, vehicle.fixed_veh_rotate_angle)]]
-- -- Called in each 0.1 second in the globalstep, decelerates the vehicle speed.
--vector_l is a vector length
adv_vehicles.vehicle_stop = function (vehicle, vector_l)
-- Called in each 0.1 second in the globalstep, decelerates the vehicle speed.
-- *vector_l is a vector length
adv_vehicles.vehicle_braking = function (vehicle, vector_l)
local obj = vehicle.object
local vel = obj:get_velocity()
local vel_l = vector.length(vel)
@ -296,129 +196,45 @@ adv_vehicles.vehicle_stop = function (vehicle, vector_l)
obj:set_acceleration({x=0, y=new_acc.y, z=0})
end
end
--[[if (vel.x and vel.z) ~= 0 and not is_car_driven then
if (acc.x and acc.z) == (oppos_acc.x and oppos_acc.z) then
-- minetest.debug("TRUE")
vehicle.object:set_acceleration({x=acc.x*-1, y=acc.y, z=acc.z*-1})
--oppos_acc.x, oppos_acc.z = acc.x*-1, acc.z*-1
is_oppos_acc_set=true
end
if (math.abs(vel.x) and math.abs(vel.z)) < 0.03 and is_oppos_acc_set then
vehicle.object:set_acceleration({x=0, y=acc.y, z=0})
vehicle.object:set_velocity({x=0, y=vel.y, z=0})
end
return oppos_acc
else return end
end
local oppos_acc = {x=0, y=0, z=0}]]
-- Implements vehicle controls (turning, moving forward/backwards).
adv_vehicles.vehicle_handle = function (vehicle, controls, yaw, max_vel)
if controls.right then
adv_vehicles.vehicle_handle = function (vehicle, controls, yaw)
local vel_l = vector.length(vehicle.object:get_velocity())
local new_yaw=math.deg(yaw)
if controls.right and vel_l ~= 0 then
vehicle.object:set_yaw(yaw-math.rad(1))
local new_yaw = math.deg(vehicle.object:get_yaw())
new_yaw = math.deg(vehicle.object:get_yaw())
local fixed_cbox_yaw = vehicle.collisionbox_yaw.val
if new_yaw-fixed_cbox_yaw <= -90 then
minetest.debug("1")
--minetest.debug("1")
adv_vehicles.rotate_collisionbox(vehicle, -90)
end
end
if controls.left then
if controls.left and vel_l ~= 0 then
vehicle.object:set_yaw(yaw+math.rad(1))
local new_yaw = math.deg(vehicle.object:get_yaw())
new_yaw = math.deg(vehicle.object:get_yaw())
local fixed_cbox_yaw = vehicle.collisionbox_yaw.val
if new_yaw+fixed_cbox_yaw >= 90 then
minetest.debug("2")
--minetest.debug("2")
adv_vehicles.rotate_collisionbox(vehicle, 90)
end
end
--[[if not (controls.right and controls.left) then
local new_yaw = math.deg(vehicle.object:get_yaw())
vehicle.fixed_veh_rotate_angle = new_yaw
end]]
if not new_yaw then
vehicle.object:get_yaw()
end
--local vector_coords, new_yaw = adv_vehicles.pave_vector(vehicle, -5.0, yaw)
--local step_acc = vector.distance(vector_coords)
local acc = vehicle.object:get_acceleration()
if controls.up then
is_car_driven=true
vehicle.object:set_acceleration({x=vehicle.vel_vector_pos.x, y=acc.y, z=vehicle.vel_vector_pos.z})
vehicle.object:set_acceleration({x=vehicle.acc_vector_pos.x, y=acc.y, z=vehicle.acc_vector_pos.z})
else
is_car_driven=nil
--[[else
oppos_acc.x, oppos_acc.z = acc.x, acc.z
local oppos_acc = adv_vehicles.vehicle_stop(vehicle, oppos_acc)
local vel = vehicle.object:get_velocity()
if (vel.x and vel.z) ~= 0 then
if is_acc_set then
vehicle.object:set_acceleration({x=vector_coords.x*-1, y=acc.y, z=vector_coords.z*-1})
is_acc_set = nil
is_posveh_stopping=true
end
minetest.debug(dump(vel))
if (vel.x and vel.z) < 0.03 and is_posveh_stopping then
is_posveh_stopping=nil
minetest.debug("QWE")
vehicle.object:set_acceleration({x=0, y=acc.y, z=0})
vehicle.object:set_velocity({x=0, y=vel.y, z=0})
end
end]]
end
if controls.down then
is_car_driven=true
vehicle.object:set_acceleration({x=vehicle.vel_vector_pos.x*-1, y=acc.y, z=vehicle.vel_vector_pos.z*-1})
vehicle.object:set_acceleration({x=vehicle.acc_vector_pos.x*-1, y=acc.y, z=vehicle.acc_vector_pos.z*-1})
else
is_car_driven=nil
--[[else
local vel = vehicle.object:get_velocity()
if (vel.x and vel.z) ~= 0 then
if is_oppos_acc_set then
vehicle.object:set_acceleration({x=vector_coords.x, y=acc.y, z=vector_coords.z})
is_oppos_acc_set = nil
is_negveh_stopping=true
end
if (vel.x and vel.z) > -0.03 and is_negveh_stopping then
is_negveh_stopping=nil
minetest.debug("TRUE")
vehicle.object:set_acceleration({x=0, y=acc.y, z=0})
vehicle.object:set_velocity({x=0, y=vel.y, z=0})
end
end]]
end
return new_yaw
--[[minetest.register_globalstep(function (dtime)
local entity = car.object:get_luaentity()
local meta = minetest.deserialize(player:get_meta():get_string("is_sit"))
if entity and meta ~= (nil and "") then
local vel = entity.object:get_velocity()
time = dtime + time
minetest.debug(round_num(time))
if (vel.x and vel.y and vel.z) == 0 then
car.object:set_velocity(vector_coords)
car.object:set_acceleration({x=vector_coords.x / step_acc, y=0, z=vector_coords.z / step_acc})
local acc = car.object:get_acceleration()
car.object:set_velocity({x=vector_coords.x+acc.x, y=vector_coords.y, z=vector_coords.z+acc.z})
elseif (vel.x and vel.y and vel.z) > 0 and round_num(time) >= 1.2 then
minetest.debug("RRRRRRRRR")
local acc = entity.object:get_acceleration()
car.object:set_acceleration({x=acc.x * step_decel, y=0, z=acc.z * step_decel})
local acc = car.object:get_acceleration()
local vel2 = car.object:get_velocity()
car.object:set_velocity({x=vel2.x-acc.x, y=vel2.y, z=vel2.z-acc.z})
step_decel = step_decel - 0.05
end
end
end)]]
return math.rad(new_yaw)
end
@ -432,11 +248,13 @@ end
local nearby_nodes = minetest.find_node_near(pos, z_face, global_nodenames_list)]]
-- Registers a vehicle to the world and creates a spawner item for it with a crafting recipe.
local is_origin_yaw_set
adv_vehicles.register_vehicle = function (vehname, veh_properties, veh_item)
minetest.register_entity("adv_vehicles:"..vehname, {
visual = "mesh",
physical = true,
mass = veh_properties.mass or 2000,
acc_vector_length = veh_properties.acc_vector_length,
max_vel = veh_properties.max_vel or 120,
collide_with_objects = true,
collisionbox = veh_properties.cbox,
@ -445,8 +263,8 @@ adv_vehicles.register_vehicle = function (vehname, veh_properties, veh_item)
visual_size = veh_properties.visual_size or {x=1, y=1, z=1},
use_texture_alpha = true,
on_activate = function (self, staticdata, dtime_s)
-- Fixed vehicle rotation angle. Necessary for calculating a point position.
self.fixed_veh_rotate_angle = 0
-- Fixed vehicle rotation angle (in rads). Necessary for calculating a point position.
self.fixed_veh_rotate_angle = math.rad(0)
self.collisionbox_yaw = {val=0, along_axis="z"}
-- Entitysting of an object.
self.entity_name = "adv_vehicles:"..vehname
@ -459,12 +277,12 @@ adv_vehicles.register_vehicle = function (vehname, veh_properties, veh_item)
self.veh_vel = 0
local acc = self.object:get_acceleration()
local gravity_strength = veh_properties.mass * -500
local gravity_strength = veh_properties.mass * -9.8
self.object:set_acceleration({x=acc.x, y=gravity_strength, z=acc.z})
self.acc_vector_pos = {x=0, y=self.object:get_acceleration().y, z=0}
--self.fixed_veh_rotate_angle = self.object:get_yaw()
--local oppos_acc
local acc2 = self.object:get_acceleration()
-- Original acceleration vector position (along to -z dir).
self.acc_vector_pos = {x=0, y=acc2.y, z=veh_properties.acc_vector_length*-1}
yaw = self.object:get_yaw()
--Called in each 0.1 second.
minetest.register_globalstep(function(dtime)
local entity = self.object:get_luaentity()
@ -480,48 +298,55 @@ adv_vehicles.register_vehicle = function (vehname, veh_properties, veh_item)
end
adv_vehicles.collide(entity)
entity.vel_vector_pos = adv_vehicles.pave_vector(entity, -10.0, entity.fixed_veh_rotate_angle)
entity.fixed_veh_rotate_angle = math.deg(obj:get_yaw())
-- Further it will get new position for the acceleration vector dependently on fixed rotation angle and fix new rotation angles.
entity.acc_vector_pos, entity.fixed_veh_rotate_angle = adv_vehicles.pave_vector(entity, entity.acc_vector_pos, entity.fixed_veh_rotate_angle)
for seat, d in pairs(entity.seats_list) do
if d.busy_by then
local player = minetest.get_player_by_name(d.busy_by)
local is_sit = minetest.deserialize(player:get_meta():get_string("is_sit"))
if is_sit[2] == "driver" then
yaw = entity.on_handle(entity, player:get_player_control(), yaw)
end
end
end
--entity.fixed_veh_rotate_angle = obj:get_yaw()
-- If a length of the velocity vector exceeds a 'max_vel' value, sets to zero the acceleration vector.
local vel_length = vector.length(vel)
if vel_length >= veh_properties.max_vel then
obj:set_acceleration({x=0, y=gravity_strength, z=0})
end
if not is_car_driven and (vel.x and vel.z) ~= 0 then
adv_vehicles.vehicle_stop(entity, 13)
adv_vehicles.vehicle_braking(entity, 8)
end
--[[if not oppos_acc then
oppos_acc = {x=acc.x, y=acc.y, z=acc.z}
end
oppos_acc.x, oppos_acc.z = acc.x, acc.z
oppos_acc = adv_vehicles.vehicle_stop(entity, oppos_acc)]]
end
end)
end,
on_handle = adv_vehicles.vehicle_handle,
on_death = function (self, killer)
for num, data in pairs(self.seats_list) do
if self.seats_list[num].busy_by and minetest.get_player_by_name(self.seats_list[num].busy_by) then adv_vehicles.detach_player_from_veh(killer, self, num, "character.b3d") end
for seated, data in pairs(self.seats_list) do
if self.seats_list[seated].busy_by and minetest.get_player_by_name(self.seats_list[seated].busy_by) then
local player = minetest.get_player_by_name(self.seats_list[seated].busy_by)
adv_vehicles.detach_player_from_veh(player, self, seated, "character.b3d") end
end
end,
on_attach_child = function (self, child)
--[[on_attach_child = function (self, child)
local meta = minetest.deserialize(child:get_meta():get_string("is_sit"))
if meta.passenger then return end
minetest.debug(dump(meta))
if meta.passenger then minetest.debug(child:get_player_name()) return end
minetest.register_globalstep(function(dtime)
local entity = self.object:get_luaentity()
if entity then
local vel = entity.object:get_velocity()
if entity.seats_list.driver.busy_by then
local yaw = entity.object:get_yaw()
local new_yaw = self.on_handle(entity, child:get_player_control(), yaw, veh_properties.max_vel)
local new_yaw = self.on_handle(entity, child:get_player_control(), yaw)
yaw = new_yaw
end
end
end)
end,
end, ]]
on_rightclick = function (self, clicker)
local seats_list = self.seats_list
for seated, data in pairs(seats_list) do
@ -551,6 +376,7 @@ adv_vehicles.register_vehicle = function (vehname, veh_properties, veh_item)
local object = minetest.add_entity(pointed_thing.above, "adv_vehicles:"..vehname)
local yaw = math.deg(placer:get_look_horizontal())
object:set_yaw(math.rad(yaw+180))
--is_origin_yaw_set=true
end
end
})
@ -561,104 +387,6 @@ adv_vehicles.register_vehicle = function (vehname, veh_properties, veh_item)
})
end
end
local died_cars = {}
--[[minetest.register_entity("adv_vehicles:simple_car", {
visual = "mesh",
physical = true,
collide_with_objects = true,
collisionbox = {-1.2, -0.5, -3.0, 1.2, 1.5, 3.0},
mesh = "simple_car.b3d",
textures = {"simple_car.png"},
use_texture_alpha = true,
on_activate = function (self, staticdata, dtime_s)
local n_x_offset = -4.0
local n_z_offset = -4.0
self.fixed_car_rotate_angle = 0
self.collisionbox_yaw = {val=0, along_axis="z"}
self.entity_name = "adv_cars:simple_car"
self.seats_list = {["driver"]={busy_by=nil}, ["passenger"]={busy_by=nil}}
-- Calculates initial positions for each car seat after spawning the car
for seated, data in pairs(self.seats_list) do
self.seats_list[seated].pos = {x=n_x_offset, y=0, z=n_z_offset}
n_x_offset = n_x_offset * -1
end
local acc = self.object:get_acceleration()
self.object:set_acceleration({x=acc.x, y=-7.0, z=acc.z})
self.fixed_car_rotate_angle = self.object:get_yaw()
--[[if not time then
time = 0
end
if not time_exp then
time_exp = 0
end
minetest.register_globalstep(function (dtime)
local object = self.object:get_luaentity()
if object then
time = dtime + time
minetest.debug(math.floor(time))
if math.floor(time) - time_exp == 1 then
self.after_instant(object)
time_exp = time_exp + 1
end
end
end)
end,
on_handle = adv_cars.car_handle,
--[[on_step = function(self, dtime)
if not time then
time = 0
end
minetest.debug(dtime)
if math.floor(dtime) - time == 0.5 then
minetest.debug("TRUE")
adv_cars.falldown_car(self)
time = time + 0.5
end
end,
on_death = function (self, killer)
for num, data in pairs(self.seats_list) do
if self.seats_list[num].busy_by and minetest.get_player_by_name(self.seats_list[num].busy_by) then
adv_cars.detach_player_from_car(killer, self, num, "character.b3d")
end
end
end,
on_attach_child = function (self, child)
local yaw = self.object:get_yaw()
local meta = minetest.deserialize(child:get_meta():get_string("is_sit"))
if meta.passenger then
return
end
minetest.register_globalstep(function(dtime)
local entity = self.object:get_luaentity()
if entity then
if self.seats_list.driver.busy_by then
local new_yaw = self.on_handle(child, entity, child:get_player_control(), yaw)
yaw = new_yaw
end
end
end)
end,
on_rightclick = function (self, clicker)
local seats_list = self.seats_list
for seated, data in pairs(seats_list) do
if data.busy_by == nil then
if seated == "driver" then adv_cars.attach_player_to_car(clicker, self, seated, "driver.b3d")
else adv_cars.attach_player_to_car(clicker, self, seated, nil, {x=81, y=81}) end
break
elseif data.busy_by == clicker:get_player_name() then
if seated == "driver" then adv_cars.detach_player_from_car(clicker, self, seated, "character.b3d")
else adv_cars.detach_player_from_car(clicker, self, seated, nil, {x=1, y=80}) end
break
end
end
end
})
--[[minetest.register_on_joinplayer(function (player)
local meta = player:get_meta()

View File

@ -42,13 +42,13 @@ minetest.register_craft({
adv_vehicles.register_vehicle("bmw_118_two_seats", {
hp_max = 60,
mass = 1.3,
acc_vector_length = 10.0,
max_vel = 10,
cbox = {-1.2, -0.5, -3.0, 1.2, 1.5, 3.0},
model = "bmw_118_two_seats_redone.b3d",
textures = {"bmw_118_two_seats_new_tex.png"},
seats = {["driver"]={busy_by=nil, pos={x=-3.5, z=3.5}},
["passenger"]={busy_by=nil, pos={x=3.5, z=3.5}}},
player_eye_offset = {x=-3.5, y=0, z=3.5}
seats = {["driver"]={busy_by=nil, pos={x=4.0, z=-3.5}, eye_offset={x=-3.0, z=5.0}},
["passenger"]={busy_by=nil, pos={x=-8.0, z=-3.5}, eye_offset={x=3.0, z=5.0}}}
}, {
description = "BMW 118 two-seater",
@ -76,11 +76,12 @@ end
adv_vehicles.register_vehicle("volvo", {
hp_max = 130,
mass = 25,
acc_vector_length = 6.5,
max_vel = 3,
cbox = {-1.2, -0.5, -4.5, 1.2, 2.0, 4.5},
model = "volvo.b3d",
textures = {"volvo.png"},
seats = {["driver"]={busy_by=nil, pos={x=3.5, z=-13.0}},
seats = {["driver"]={busy_by=nil, pos={x=-4.5, z=-26.0}, eye_offset={x=4.0, z=31.0}},
["passenger"]={busy_by=nil, pos={x=-3.5, z=-2.0}},
["passenger"]={busy_by=nil, pos={x=3.5, z=-2.0}},
["passenger"]={busy_by=nil, pos={x=-3.5, z=-1.0}},
@ -88,8 +89,7 @@ adv_vehicles.register_vehicle("volvo", {
["passenger"]={busy_by=nil, pos={x=3.5, z=0}},
["passenger"]={busy_by=nil, pos={x=-3.0, z=5.0}},
["passenger"]={busy_by=nil, pos={x=3.0, z=5.0}}
},
player_eye_offset = {x=-3.5, y=0, z=-3.5}
}
}, {
description = "Volvo Bus",
@ -104,6 +104,7 @@ adv_vehicles.register_vehicle("volvo", {
adv_vehicles.register_vehicle("kamaz", {
hp_max = 160,
mass = 40,
acc_vector_length = 6.0,
max_vel = 1.5,
cbox = {-1.5, -0.5, -3.5, 1.5, 2.5, 3.5},
model = "kamaz.b3d",