Crafter/mods/minecart/oldcode.txt

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local path = minetest.get_modpath("minecart")
dofile(path.."/rail.lua")
--get if rail
local function rail(pos)
return(minetest.get_node_group(minetest.get_node(pos).name,"rail")>0)
end
--check if on rail
local function on_rail(self,pos)
if not rail(pos) and not self.slope then
self.axis = nil
return(false)
else
return(true)
end
end
--set physical state
local function physical(self,pos)
if on_rail(self,pos) then
self.object:set_properties({physical = false})
self.object:setacceleration(vector.new(0,0,0))
elseif not self.slope then
self.object:set_properties({physical = true})
self.object:setacceleration(vector.new(0,-9.81,0))
end
end
--get if node in minecarts direction
local function node_ahead(self,pos)
local vel = self.object:getvelocity()
local dir = vector.normalize(vel)
return(rail(vector.add(pos,dir)))
end
--get current axis (prefers x)
local function axis(pos)
if rail(pos) then
if rail(vector.new(pos.x-1,pos.y,pos.z)) or rail(vector.new(pos.x+1,pos.y,pos.z)) then return("x") end
if rail(vector.new(pos.x,pos.y,pos.z-1)) or rail(vector.new(pos.x,pos.y,pos.z+1)) then return("z") end
end
end
--snap object to rail
local function snap_rail(self,pos)
local slopy = self.slope
if not slopy then print("the slope is nil") else
print("the slope is ".. slopy)
end
local railpos = vector.floor(vector.add(pos, 0.5))
local vel = self.object:getvelocity()
if self.axis == "x" and pos.x ~= railpos.x then
self.object:moveto(vector.new(pos.x,railpos.y,railpos.z))
self.object:setvelocity(vector.new(vel.x,0,0))
print("snapped to x")
return
end
if self.axis == "z" and pos.z ~= railpos.z then
self.object:moveto(vector.new(railpos.x,railpos.y,pos.z))
self.object:setvelocity(vector.new(0,0,vel.z))
print("snapped to z")
return
end
end
--check if entering new position
local function newnode(self,pos)
local pos = vector.floor(vector.add(pos,0.5))
pos.y = 0
local equals = false
if self.oldpos then
equals = vector.equals(pos,self.oldpos)
end
self.oldpos = pos
return(not equals)
end
--check if past center - used for turning
local function pastcenter(self,pos)
local center = vector.floor(vector.add(pos,0.5))
center.y = 0
local pos2d = vector.new(pos.x,0,pos.z)
local vel = self.object:getvelocity()
local dir = vector.normalize(vel)
dir.y = 0
local checker = vector.round(vector.normalize(vector.subtract(pos2d,center)))
checker.y = 0
local past = vector.equals(checker, dir)
return(past)
end
--check if node ahead
local function node_forward(self,pos)
local vel = self.object:getvelocity()
local dir = vector.normalize(vel)
return(rail(vector.add(pos,dir)))
end
--check if node above or below
local function check_hill(self,pos)
local vel = self.object:getvelocity()
local dirup = vector.normalize(vel)
dirup.y = dirup.y + 1
print(dump(dirup))
minetest.add_particlespawner({
amount = 5,
time = 0,
minpos = vector.add(pos,dirup),
maxpos = vector.add(pos,dirup),
minvel = vector.new(0,0,0),
maxvel = vector.new(0,0,0),
minacc = {x=0, y=0, z=0},
maxacc = {x=0, y=0, z=0},
minexptime = 5,
maxexptime = 5,
minsize = 1,
maxsize = 1,
attached = player,
collisiondetection = true,
vertical = false,
texture = "treecapitator.png"
})
local dirdown = vector.new(0,-0.5,0)
if rail(vector.add(pos,dirup)) then
self.slope = "up"
return("up")
elseif rail(vector.add(pos,dirdown)) then
self.slope = "down"
return("down")
else
self.slope = nil
return(nil)
end
end
local function gravity(self,pos)
if self.slope == up then
local vel = vector.multiply(self.object:getvelocity(), 0.95)
self.object:set_velocity(vel)
end
if self.slope == up then
local vel = vector.multiply(self.object:getvelocity(), 1.05)
self.object:set_velocity(vel)
end
end
--make the minecart go up and down hills
local function navigate_hill(self)
if self.slope then
local vel = self.object:getvelocity()
if self.slope == "up" then
local yvel = 0
if self.axis == "x" then
yvel = math.abs(vel.x)*1.1
end
if self.axis == "z" then
yvel = math.abs(vel.z)*1.1
end
self.object:setvelocity(vector.new(vel.x,yvel,vel.z))
elseif self.slope == "down" then
local yvel = 0
if self.axis == "x" then
yvel = math.abs(vel.x)*-1
end
if self.axis == "z" then
yvel = math.abs(vel.z)*-1
end
self.object:setvelocity(vector.new(vel.x,yvel,vel.z))
end
end
end
--swap axis and speed 90 degrees
local function turn_check(self,pos)
local axis = self.axis
local vel = self.object:getvelocity()
vel.x = math.abs(vel.x)
vel.y = math.abs(vel.y)
vel.z = math.abs(vel.z)
if axis == "x" then
if rail(vector.new(pos.x,pos.y,pos.z-1)) then
print("-x")
self.object:setvelocity(vector.new(0,0,vel.x*-1))
self.axis = "z"
snap_rail(self,pos)
self.turn_timer = 0
return
elseif rail(vector.new(pos.x,pos.y,pos.z+1)) then
print("+x")
self.object:setvelocity(vector.new(0,0,vel.x))
self.axis = "z"
snap_rail(self,pos)
self.turn_timer = 0
return
end
end
if axis == "z" then
if rail(vector.new(pos.x-1,pos.y,pos.z)) then
print("-z")
self.object:setvelocity(vector.new(vel.z*-1,0,0))
self.axis = "x"
snap_rail(self,pos)
self.turn_timer = 0
return
elseif rail(vector.new(pos.x+1,pos.y,pos.z)) then
print("+z")
self.object:setvelocity(vector.new(vel.z,0,0))
self.axis = "x"
snap_rail(self,pos)
self.turn_timer = 0
return
end
end
end
--try to turn
local function turn(self,pos)
if pastcenter(self,pos) then
if not node_forward(self,pos) and self.axis then
turn_check(self,pos)
end
end
end
--the main mechanics of the minecart
local function minecart_brain(self,dtime)
if self.turn_timer < 5 then
self.turn_timer = self.turn_timer + dtime
end
local pos = self.object:getpos()
pos.y = pos.y - 0.5
if not self.axis then
self.axis = axis(pos)
end
if newnode(self,pos) then
snap_rail(self,pos)
end
--check_hill(self,pos)
--navigate_hill(self)
turn(self,pos)
on_rail(self,pos)
physical(self,pos)
--print(self.axis)
--check if falling and then fall at the same speed to go down
end
minetest.register_entity("minecart:minecart", {
initial_properties = {
physical = true, -- otherwise going uphill breaks
collisionbox = {-0.4, -0.5, -0.4, 0.4, 0.45, 0.4},--{-0.5, -0.4, -0.5, 0.5, 0.25, 0.5},
visual = "mesh",
mesh = "minecart.obj",
visual_size = {x=1, y=1},
textures = {"minecart.png"},
automatic_face_movement_dir = 90.0,
automatic_face_movement_max_rotation_per_sec = 600,
},
rider = nil,
punched = false,
speed = 0,
turn_timer = 0,
incline = nil,
turn_timer = 5,
on_rightclick = function(self,clicker)
if not clicker or not clicker:is_player() then
return
end
local player_name = clicker:get_player_name()
if self.rider and player_name == self.rider then
self.rider = nil
--carts:manage_attachment(clicker, nil)
elseif not self.rider then
self.rider = player_name
clicker:set_attach(self.object, "", {x=0, y=-4.5, z=0}, {x=0, y=0, z=0})
--player:set_eye_offset({x=0, y=-4, z=0},{x=0, y=-4, z=0})
--carts:manage_attachment(clicker, self.object)
-- player_api does not update the animation
-- when the player is attached, reset to default animation
--player_api.set_animation(clicker, "stand")
end
end,
on_activate = function(self,staticdata, dtime_s)
self.object:set_armor_groups({immortal=1})
if string.sub(staticdata, 1, string.len("return")) ~= "return" then
return
end
local data = minetest.deserialize(staticdata)
if type(data) ~= "table" then
return
end
self.railtype = data.railtype
if data.old_dir then
self.old_dir = data.old_dir
end
end,
get_staticdata = function(self)
return minetest.serialize({
})
end,
on_punch = function(self,puncher, time_from_last_punch, tool_capabilities, dir, damage)
local obj = minetest.add_item(self.object:getpos(), "minecart:minecart")
self.object:remove()
end,
--repel from players on track "push"
push = function(self)
if self.turn_timer > 0.3 then
local pos = self.object:getpos()
local radius = 1.2
for _,object in ipairs(minetest.get_objects_inside_radius(pos, radius)) do
if object:is_player() and object:get_player_name() ~= self.rider then
local player_pos = object:getpos()
pos.y = 0
player_pos.y = 0
local currentvel = self.object:getvelocity()
local vel = vector.subtract(pos, player_pos)
vel = vector.normalize(vel)
local distance = vector.distance(pos,player_pos)
distance = (radius-distance)*20
vel = vector.multiply(vel,distance)
local acceleration = vector.new(vel.x-currentvel.x,0,vel.z-currentvel.z)
--note : set a maximum velocity that can be added to the cart to limit extreme glitches
if self.axis == "x" then
self.object:add_velocity(vector.new(acceleration.x,0,0))
elseif self.axis == "z" then
self.object:add_velocity(vector.new(0,0,acceleration.z))
else
self.object:add_velocity(acceleration)
end
--acceleration = vector.multiply(acceleration, -0.5)
--object:add_player_velocity(acceleration)
end
end
end
end,
--slows the minecart down
slowdown = function(self)
if not self.moving == true then
local vel = self.object:getvelocity()
local deceleration = vector.multiply(vel, -0.01)
self.object:add_velocity(deceleration)
end
end,
--mechanics to follow rails
ride_rail = function(self,dtime)
minecart_brain(self,dtime)
end,
on_step = function(self,dtime)
self.push(self)
self.slowdown(self)
self.ride_rail(self,dtime)
end,
})
minetest.register_craftitem("minecart:minecart", {
description = "Minecart",
inventory_image = "minecartitem.png",
wield_image = "minecartitem.png",
on_place = function(itemstack, placer, pointed_thing)
if not pointed_thing.type == "node" then
return
end
if minetest.get_item_group(minetest.get_node(pointed_thing.under).name, "rail")>0 then
minetest.add_entity(pointed_thing.under, "minecart:minecart")
else
return
end
itemstack:take_item()
return itemstack
end,
})
minetest.register_craft({
output = "minecart:minecart",
recipe = {
{"main:iron", "", "main:iron"},
{"main:iron", "main:iron", "main:iron"},
},
})