From e23b303597a5d7f2d495a7358f6c0e451a55ddde Mon Sep 17 00:00:00 2001 From: Andrey2470T Date: Tue, 16 Jul 2019 16:26:36 +0300 Subject: [PATCH] 1.0.0-rc1 --- api.lua | 418 ++++++++++--------------------------------------------- init.lua | 13 +- 2 files changed, 80 insertions(+), 351 deletions(-) diff --git a/api.lua b/api.lua index 889d91a..955c0b4 100644 --- a/api.lua +++ b/api.lua @@ -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() diff --git a/init.lua b/init.lua index 0fc6d4e..1bd123e 100644 --- a/init.lua +++ b/init.lua @@ -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",