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Author SHA1 Message Date
Andrey01 e40685f014
Amended the crafting recipes guide 2019-08-20 21:26:11 +03:00
Andrey2470T 07167ea8ed Made a smoother vehicles rotating 2019-08-19 23:35:41 +03:00
Andrey2470T 4fd10ab2c3 Added wheel, replaced tires_bunch item to wheels_bunch, optimized kamaz texture 2019-08-18 22:48:32 +03:00
Andrey01 70abda9091
Update README.md 2019-08-14 11:26:08 +03:00
Andrey2470T 98cb4c4193 Fix an error causing jerks backwards on going forward 2019-08-09 22:09:55 +03:00
8 changed files with 139 additions and 51 deletions

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@ -1,4 +1,4 @@
# Advanced Vehicles 1.0.0-Release Candidate #2
# Advanced Vehicles. Current version is 1.0.1-Release.
## Description
------------------------------
@ -41,15 +41,24 @@ Adds smart different cars (passenger cars, trucks, buses, service). This mod int
###adv_vehicles.detach_player_from_veh(player, vehicle, seated, model, animation)
--Opposite to *adv_vehicles.attach_player_to_car*. Detaches a player from the car and the same arguments.
###adv_vehicles.pave_vector(vehicle, vect_length, old_yaw)
--Paves the vector from '0' point relatively to the car origin towards to *vect_length*.
###adv_vehicles.pave_vector(vehicle, old_acc_vect_pos, old_yaw)
--Paves the vector from '0' point relatively to the car origin towards to *old_acc_vect_pos*.
*old_yaw* is a integer value that saving in self.fixed_veh_rotate_angle.
This method should be caused continuously per 0.1 second to recalculate the car direction.
###adv_vehicles.rotate_collisionbox(vehicle, yaw)
This method is WIP and doesnt work properly currently.
*This documentation is in working progress.*
###adv_vehicles.collide(vehicle)
Calculates elastic force of surface on that *vehicle* has fallen. It depends currently only on the vehicle velocity. It will also damage the vehicle and objects sitting inside. Damage rate also depends from the velocity.
###adv_vehicles.vehicle_braking(vehicle, vector_l)
*vector_l* is a just coefficient for braking calculating. The above value, the braking is faster. This method is permanently called in the globalstep.
###adv_vehicles.vehicle_handle(vehicle, controls, yaw)
*controls* is a table resulted from get_player_control().
Executes the vehicle driving (turns, forward/backward going)
## Crafting Recipes Guide
-----------------------------
@ -84,14 +93,14 @@ L/B plastic_sheet
-------------------
***Tires Bunch***
***Wheels Bunch***
A group of *tires* items. An element is needed for crafting of all vehicles. Just made to save a room in the crafting grid for other items.
A group of *wheels* items. An element is needed for crafting of all vehicles. Just made to save a room in the crafting grid for other items.
-------------------
adv_vehicles:tire === adv_vehicles:tire === adv_vehicles:tire
adv_vehicles:wheel === adv_vehicles:wheel === adv_vehicles:wheel
adv_vehicles:tire
adv_vehicles:wheel
-------------------
@ -363,18 +372,18 @@ An element that intended for crafting of *tires bunch*
-------------------
L/B plastic_sheet === L/B plastic_sheet === dye:dark_green
default:steel_ingot === L/B plastic_sheet
L/B plastic_sheet
-------------------
***Wheel***
An element of crafting of all vehicles. Available only **before** 1.0.0-RC2.
An element for crafting of *wheels_bunch*.
-------------------
L/B plastic_sheet === L/B plastic_sheet === dye:dark_green
adv_vehicles:car_frame_material === default:steel_ingot
default:steel_ingot === L/B plastic_sheet
adv_vehicles:aluminium_dust === adv_vehicles:tire
-------------------

112
api.lua
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@ -24,6 +24,11 @@ local function round_num(num)
return rounded_num
end
--[[adv_vehicles.get_obj_and_seat_pos = function(name)
minetest.debug(dump(vehs[name]))
return vehs[name]
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)
@ -34,23 +39,27 @@ adv_vehicles.rotate_point_around_other_point = function (circle_centre_pos, rota
return new_pos
end
vehs = {}
-- 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[seated].busy_by .. "!")
return
end
local name = player:get_player_name()
vehs[name] = {}
--vehs[name].obj = vehicle
vehicle.seats_list[seated].busy_by = player:get_player_name()
local veh_rot = vehicle.object:get_rotation()
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)
vehs[name].r_seat_pos = new_seat_pos
new_seat_pos.y = 9
vehicle.seats_list[seated].pos = new_seat_pos
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})
--player:set_pos({x=p.x+new_seat_pos.x, y=p.y, z=p.z+new_seat_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
@ -80,6 +89,8 @@ adv_vehicles.detach_player_from_veh = function (player, vehicle, seated, model,
if not vehicle.seats_list[seated].busy_by then
return
end
local name = player:get_player_name()
vehs[name] = nil
local meta = player:get_meta()
meta:set_string("is_sit", "")
vehicle.seats_list[seated].busy_by = nil
@ -155,14 +166,14 @@ local is_fallen
-- Bounces a car only due to the falling.
adv_vehicles.collide = function (vehicle)
local vel = vehicle.object:get_velocity()
local fixed_vel = vehicle.veh_vel
local fixed_vel = vehicle.y_vel
local seats_list = vehicle.seats_list
local hp = vehicle.object:get_hp()
if vel.y == 0 and fixed_vel ~= 0 then
if not is_fallen then
is_fallen = true
local acc = vehicle.object:get_acceleration()
vehicle.object:set_acceleration({x=acc.x, y=fixed_vel*-5, z=acc.z})
vehicle.object:set_acceleration({x=acc.x, y=math.abs(fixed_vel)*10, z=acc.z})
vehicle.object:set_hp(hp-math.abs(math.ceil(fixed_vel)), {type="fall"})
for seated, data in pairs(seats_list) do
if seated.busy_by then
@ -195,32 +206,70 @@ adv_vehicles.vehicle_braking = function (vehicle, vector_l)
obj:set_acceleration({x=0, y=new_acc.y, z=0})
end
end
local R_ANGLE_TURN_ACC = 1 -- Acceleration value of turn (to right)
local L_ANGLE_TURN_ACC = 1 -- Acceleration value of turn (to left)
-- Implements vehicle controls (turning, moving forward/backwards).
adv_vehicles.vehicle_handle = function (vehicle, controls, yaw)
local vel_l = vector.length(vehicle.object:get_velocity())
local new_yaw=math.deg(yaw)
local acc = vehicle.object:get_acceleration()
if controls.right and vel_l ~= 0 then
vehicle.object:set_yaw(yaw-math.rad(1))
vehicle.object:set_yaw(yaw-math.rad(R_ANGLE_TURN_ACC))
if R_ANGLE_TURN_ACC < 25 then
R_ANGLE_TURN_ACC = R_ANGLE_TURN_ACC+vel_l-acc.y
end
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")
adv_vehicles.rotate_collisionbox(vehicle, -90)
end
else
if R_ANGLE_TURN_ACC > 1 then -- If the vehicle was turned with an acceleration in last step, then decelerates the vehicle turn.
R_ANGLE_TURN_ACC = R_ANGLE_TURN_ACC - 1
vehicle.object:set_yaw(yaw+math.rad(R_ANGLE_TURN_ACC))
else
R_ANGLE_TURN_ACC = 1
end
end
if controls.left and vel_l ~= 0 then
vehicle.object:set_yaw(yaw+math.rad(1))
vehicle.object:set_yaw(yaw+math.rad(L_ANGLE_TURN_ACC))
if L_ANGLE_TURN_ACC < 25 then
L_ANGLE_TURN_ACC = L_ANGLE_TURN_ACC+vel_l-acc.y
end
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")
adv_vehicles.rotate_collisionbox(vehicle, 90)
end
else
if L_ANGLE_TURN_ACC > 1 then
L_ANGLE_TURN_ACC = L_ANGLE_TURN_ACC - 1
vehicle.object:set_yaw(yaw-math.rad(L_ANGLE_TURN_ACC))
else
L_ANGLE_TURN_ACC = 1
end
end
local acc = vehicle.object:get_acceleration()
if controls.up then
local up_and_down_vals = {controls.up, controls.down}
local t = {1, -1}
local s
for i, v in pairs(up_and_down_vals) do
if v then
s = t[i]
end
end
if (controls.up and s) or (controls.down and s) then
is_car_driven=true
vehicle.object:set_acceleration({x=vehicle.acc_vector_pos.x*s, y=acc.y, z=vehicle.acc_vector_pos.z*s})
else
is_car_driven=nil
end
--[[if controls.up then
is_car_driven=true
vehicle.object:set_acceleration({x=vehicle.acc_vector_pos.x, y=acc.y, z=vehicle.acc_vector_pos.z})
else
@ -232,7 +281,7 @@ adv_vehicles.vehicle_handle = function (vehicle, controls, yaw)
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
end
end ]]
return math.rad(new_yaw)
end
@ -247,7 +296,6 @@ 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",
@ -257,6 +305,8 @@ adv_vehicles.register_vehicle = function (vehname, veh_properties, veh_item)
max_vel = veh_properties.max_vel or 120,
collide_with_objects = true,
collisionbox = veh_properties.cbox,
selectionbox = veh_properties.sbox or veh_properties.cbox,
pointable=true,
mesh = veh_properties.model,
textures = veh_properties.textures,
visual_size = veh_properties.visual_size or {x=1, y=1, z=1},
@ -273,8 +323,7 @@ adv_vehicles.register_vehicle = function (vehname, veh_properties, veh_item)
self.seats_list[seated] = data
self.seats_list[seated].pos.y = 0
end
self.veh_vel = 0
self.y_vel = 0
local acc = self.object:get_acceleration()
local gravity_strength = veh_properties.mass * -9.8
self.object:set_acceleration({x=acc.x, y=gravity_strength, z=acc.z})
@ -289,7 +338,7 @@ adv_vehicles.register_vehicle = function (vehname, veh_properties, veh_item)
local obj = entity.object
local vel = obj:get_velocity()
if vel.y ~= 0 then
entity.veh_vel = vel.y
entity.y_vel = vel.y
end
local acc = obj:get_acceleration()
if acc.y > 0 then
@ -299,16 +348,10 @@ adv_vehicles.register_vehicle = function (vehname, veh_properties, veh_item)
-- 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
if entity.seats_list["driver"].busy_by then
local player = minetest.get_player_by_name(entity.seats_list["driver"].busy_by)
yaw = entity.on_handle(entity, player:get_player_control(), yaw)
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)
@ -375,7 +418,6 @@ 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
})
@ -400,7 +442,27 @@ end
end
end
end)]]
--[[minetest.register_on_leaveplayer(function(player)
if not vehs then
vehs = {}
end
local meta = minetest.deserialize(player:get_meta():get_string("is_sit"))
if meta then
local name = player:get_player_name()
local attached_to =
vehs[name] = ]]
--[[minetest.register_on_joinplayer(function(player)
--minetest.debug(dump(vehs))
local meta = minetest.deserialize(player:get_meta():get_string("is_sit"))
if meta then
local yaw = player:get_yaw()
local name = player:get_player_name()
local data = adv_vehicles.get_obj_and_seat_pos(name)
--local new_obj = data.obj:get_luaentity()
--player:set_attach(new_obj, "", data.r_seat_pos, yaw)
end
end)]]
minetest.register_on_dieplayer(function (player)
local meta = player:get_meta()
if meta:get_string("is_sit") ~= (nil or "") then

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@ -19,9 +19,14 @@ minetest.register_craftitem("adv_vehicles:tire", {
inventory_image = "tire.png"
})
minetest.register_craftitem("adv_vehicles:tires_bunch", {
description = "Bunch of tires",
inventory_image = "tires_bunch.png"
minetest.register_craftitem("adv_vehicles:wheel", {
description = "Wheel",
inventory_image = "wheel.png"
})
minetest.register_craftitem("adv_vehicles:wheels_bunch", {
description = "Bunch of wheels",
inventory_image = "wheels_bunch.png"
})
minetest.register_craftitem("adv_vehicles:steering_wheel", {
@ -213,16 +218,25 @@ minetest.register_craft({
output = "adv_vehicles:tire",
recipe = {
{plastic_itemstring, plastic_itemstring, "dye:dark_grey"},
{"default:steel_ingot", plastic_itemstring, ""},
{plastic_itemstring, "", ""},
{"", "", ""}
}
})
minetest.register_craft({
output = "adv_vehicles:tires_bunch",
output = "adv_vehicles:wheel",
recipe = {
{"adv_vehicles:tire", "adv_vehicles:tire", "adv_vehicles:tire"},
{"adv_vehicles:tire", "", ""},
{"adv_vehicles:car_frame_material", "default:steel_ingot", ""},
{"adv_vehicles:aluminium_dust", "adv_vehicles:tire", ""},
{"", "", ""}
}
})
minetest.register_craft({
output = "adv_vehicles:wheels_bunch",
recipe = {
{"adv_vehicles:wheel", "adv_vehicles:wheel", "adv_vehicles:wheel"},
{"adv_vehicles:wheel", "", ""},
{"", "", ""}
}
})
@ -368,9 +382,10 @@ 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,
acc_vector_length = 15.0,
max_vel = 35.0,
cbox = {-1.2, -0.5, -3.0, 1.2, 1.5, 3.0},
sbox = {-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=4.0, z=-3.5}, eye_offset={x=-3.0, z=5.0}},
@ -402,9 +417,10 @@ end
adv_vehicles.register_vehicle("volvo", {
hp_max = 130,
mass = 25,
acc_vector_length = 6.5,
max_vel = 3,
acc_vector_length = 12.0,
max_vel = 20.0,
cbox = {-1.2, -0.5, -4.5, 1.2, 2.0, 4.5},
sbox = {-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=-4.5, z=-26.0}, eye_offset={x=4.0, z=31.0}},
@ -430,12 +446,13 @@ adv_vehicles.register_vehicle("volvo", {
adv_vehicles.register_vehicle("kamaz", {
hp_max = 160,
mass = 40,
acc_vector_length = 6.0,
max_vel = 1.5,
acc_vector_length = 10.5,
max_vel = 16.0,
cbox = {-1.5, -0.5, -3.5, 1.5, 2.5, 3.5},
sbox = {-1.5, -0.5, -3.5, 1.5, 2.5, 3.5},
model = "kamaz.b3d",
textures = {"kamaz.png"},
seats = {["driver"]={busy_by=nil, pos={x=0, z=-18.0}},
seats = {["driver"]={busy_by=nil, pos={x=0, z=-18.0}, eye_offset={x=0, z=28}},
},
player_eye_offset = {x=0, y=0, z=-18.0}
}, {

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