adv_vehicles/api.lua

478 lines
18 KiB
Lua

-- Advanced Vehicles by Andrey01
adv_vehicles = {}
global_nodenames_list = {}
-- Creates a list with all registered nodes.
local i = 0
for node_name, def in pairs(minetest.registered_nodes) do
i = i+1
global_nodenames_list[i] = node_name
end
-- DEPRECATED Rounds 'num' to the tenth and return the rounded number.
local function round_num(num)
local int, frac = math.modf(num)
local to_str = tostring(num)
local to_str_frac = tostring(frac)
local dot_ind = string.find(to_str_frac, '.')
local tenth_rank = string.sub(to_str_frac, dot_ind+2, dot_ind+2)
local new_frac = string.gsub(to_str_frac, tenth_rank, "0")
local new_frac_to_int = tonumber(new_frac)
local new_frac2 = string.gsub(to_str, tenth_rank, tostring(tonumber(tenth_rank)+1))
local rounded_num = (new_frac_to_int < 0.05 and num-new_frac) or (new_frac_to_int >= 0.05 and tonumber(string.sub(new_frac2, 1, dot_ind+2)))
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)
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)
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+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
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)
--[[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)
if model then
player:set_properties({mesh=model})
end
if animation then
player:set_animation({x=animation.x, y=animation.y})
end
end
-- The method detaches a player from the car
adv_vehicles.detach_player_from_veh = function (player, vehicle, seated, model, animation)
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
player:set_detach()
player:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
if model then
player:set_properties({mesh=model})
end
if animation then
player:set_animation({x=animation.x, y=animation.y})
end
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.
-- *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.
adv_vehicles.rotate_collisionbox = function (vehicle, yaw)
if yaw % 90 ~= 0 then
return
end
local veh_cbox = vehicle.object:get_properties().collisionbox
local cur_cbox_dir = vehicle.collisionbox_yaw.along_axis
local axle_num
local new_axle_num = 1
local axises_table = {"z", "x", "-z", "-x"}
for num, axis in pairs(axises_table) do
if axis == cur_cbox_dir then
axle_num = num
break
end
end
local times = yaw / 90
for i = 1, math.abs(times)+1 do
if times < 0 then
if axises_table[1] == cur_cbox_dir then
new_axle_num = axises_table[#axises_table]
else
new_axle_num = new_axle_num - 1
end
else
if axises_table[#axises_table] == cur_cbox_dir then
new_axle_num = axises_table[1]
else
new_axle_num = new_axle_num + 1
end
end
end
local new_cbox_dir = axises_table[new_axle_num]
local cboxes = {
["z"] = {veh_cbox[1], veh_cbox[2], veh_cbox[3], veh_cbox[4], veh_cbox[5], veh_cbox[6]},
["x"] = {veh_cbox[3], veh_cbox[2], veh_cbox[1], veh_cbox[6], veh_cbox[5], veh_cbox[4]},
["-z"] = {veh_cbox[1]*-1, veh_cbox[2], veh_cbox[3]*-1, veh_cbox[4]*-1, veh_cbox[5], veh_cbox[6]*-1},
["-x"] = {veh_cbox[3]*-1, veh_cbox[2], veh_cbox[1]*-1, veh_cbox[6]*-1, veh_cbox[5], veh_cbox[4]*-1}
}
local new_cbox = cboxes[new_cbox_dir]
vehicle.object:set_properties({collisionbox=new_cbox})
local old_cbox_yaw = vehicle.collisionbox_yaw.val
vehicle.collisionbox_yaw = {val=old_cbox_yaw+yaw, along_axis=new_cbox_dir}
end
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.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=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
local player = minetest.get_player_by_name(seated.busy_by)
local player_hp = player:get_hp()
player:set_hp(player_hp-math.abs(math.ceil(fixed_vel)), {type="fall"})
end
end
end
else
is_fallen = nil
end
end
-- 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)
local acc_x = -(vel.x*vector_l/vel_l)
local acc_z = -(vel.z*vector_l/vel_l)
local acc_y = obj:get_acceleration().y
obj:set_acceleration({x=acc_x, y=acc_y, z=acc_z})
local new_acc = obj:get_acceleration()
local new_vel = obj:get_velocity()
if vector.length(new_vel) < 0.03 and not is_car_driven then
obj:set_velocity({x=0, y=new_vel.y, z=0})
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(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(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 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
is_car_driven=nil
end
if controls.down then
is_car_driven=true
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 ]]
return math.rad(new_yaw)
end
--[[adv_cars.nearby_nodes_are = function (car)
local vel = car.object:get_velocity()
local pos = car.object:get_pos()
local meta = minetest.deserialize(minetest.get_meta():get_string("is_sit"))
local z_face = minetest.registered_entities[meta.car_name].collisionbox[6]
if (vel.x and vel.y and vel.z) ~= 0 then
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.
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,
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},
use_texture_alpha = true,
on_activate = function (self, staticdata, dtime_s)
-- 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
-- List of a vehicle seats. Fields: 'driver'/'passenger', both keep 'busy_by' (playername) and 'pos' (of the seat) inside.
self.seats_list = {}
for seated, data in pairs(veh_properties.seats) do
self.seats_list[seated] = data
self.seats_list[seated].pos.y = 0
end
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})
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()
if entity then
local obj = entity.object
local vel = obj:get_velocity()
if vel.y ~= 0 then
entity.y_vel = vel.y
end
local acc = obj:get_acceleration()
if acc.y > 0 then
obj:set_acceleration({x=acc.x, y=gravity_strength, z=acc.z})
end
adv_vehicles.collide(entity)
-- 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)
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
-- 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_length ~= 0 then
adv_vehicles.vehicle_braking(entity, 8)
end
end
end)
end,
on_handle = adv_vehicles.vehicle_handle,
on_death = function (self, killer)
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)
local meta = minetest.deserialize(child:get_meta():get_string("is_sit"))
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
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)
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_vehicles.attach_player_to_veh(clicker, self, seated, "driver.b3d")
self.is_veh_stopping=nil
else adv_vehicles.attach_player_to_veh(clicker, self, seated, nil, {x=81, y=81}) end
break
elseif data.busy_by == clicker:get_player_name() then
if seated == "driver" then
adv_vehicles.detach_player_from_veh(clicker, self, seated, "character.b3d")
self.is_veh_stopping=true
else adv_vehicles.detach_player_from_veh(clicker, self, seated, nil, {x=1, y=80}) end
break
end
end
end
})
if veh_item then
minetest.register_craftitem("adv_vehicles:"..vehname, {
description = veh_item.description,
inventory_image = veh_item.inv_image,
on_place = function (itemstack, placer, pointed_thing)
if pointed_thing.type == "node" then
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))
end
end
})
minetest.register_craft({
output = "adv_vehicles:"..vehname,
recipe = veh_item.craft_recipe
})
end
end
--[[minetest.register_on_joinplayer(function (player)
local meta = player:get_meta()
local attach = player:get_attach()
if attach then
local parent = attach[1]
local entity = parent:get_luaentity()
if entity then
local seat_num = meta:get_string("is_sit").seat_num
entity.seats_list[seat_num] = nil
adv_cars.attach_player_to_car(player, parent, seat_num, "driver.b3d")
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
local attach = player:get_attach()
local player_meta = minetest.deserialize(meta:get_string("is_sit"))
local seated = player_meta.seated
adv_vehicles.detach_player_from_veh(player, attach[1], seated, "character.b3d")
end
end)