Add in abillity to scale hills
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@ -46,7 +46,6 @@ end
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local function collision_detect(self)
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if not self.axis_lock then return end
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local pos = self.object:get_pos()
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for _,object in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
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if object:is_player() then
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local pos2 = object:get_pos()
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@ -93,6 +92,46 @@ local function turn_snap(pos,self,dir,dir2)
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end
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end
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local function climb_snap(pos,self,dir,dir2)
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if dir.x == dir2.x and dir2.y ~= 0 then
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print(dump(dir2))
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print("x snapping")
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local inertia = math.abs(self.velocity.x)
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self.velocity = vector.multiply(dir2,inertia)
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self.dir = dir2
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self.axis_lock = "x"
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self.object:set_pos(pos)
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direction_snap(self)
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return(true)
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elseif dir.z == dir2.z and dir2.y ~= 0 then
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local inertia = math.abs(self.velocity.z)
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self.velocity = vector.multiply(dir2,inertia)
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self.dir = dir2
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self.axis_lock = "z"
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self.object:set_pos(pos)
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direction_snap(self)
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return(true)
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end
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end
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local function straight_snap(pos,self,dir)
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if dir.x ~= 0 and pool[minetest.hash_node_position(vector.add(pos,vector.new(dir.x,0,0)))] then
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self.velocity = vector.new(self.velocity.x,0,0)
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self.dir = vector.new(dir.x,0,0)
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self.axis_lock = "x"
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self.object:set_pos(pos)
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direction_snap(self)
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return(true)
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elseif dir.z ~= 0 and pool[minetest.hash_node_position(vector.add(pos,vector.new(0,0,dir.z)))] then
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self.velocity = vector.new(0,0,self.velocity.z)
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self.dir = vector.new(0,0,dir.z)
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self.axis_lock = "z"
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self.object:set_pos(pos)
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direction_snap(self)
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return(true)
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end
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end
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local function rail_brain(self,pos)
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if not self.dir then return end
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@ -116,7 +155,13 @@ local function rail_brain(self,pos)
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--print(dump(dir))
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if triggered and not pool[minetest.hash_node_position(vector.add(pos,dir))] then
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if straight_snap(pos,self,dir) then
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return
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end
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local possible_dirs = create_axis(pos)
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if table.getn(possible_dirs) == 0 then
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--print("train fails")
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--stop slow down become physical, something
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@ -125,6 +170,9 @@ local function rail_brain(self,pos)
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if turn_snap(pos,self,dir,dir2) then
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return
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end
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if climb_snap(pos,self,dir,dir2) then
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return
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end
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end
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end
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end
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