carts = {} carts.modpath = minetest.get_modpath("carts") carts.railparams = {} -- Maximal speed of the cart in m/s (min = -1) carts.speed_max = 7 -- Set to -1 to disable punching the cart from inside (min = -1) carts.punch_speed_max = 5 dofile(carts.modpath.."/functions.lua") dofile(carts.modpath.."/rails.lua") -- Support for non-default games if not default.player_attached then default.player_attached = {} end local cart_entity = { physical = false, -- otherwise going uphill breaks collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, visual = "mesh", mesh = "carts_cart.b3d", visual_size = {x=1, y=1}, textures = {"carts_cart.png"}, driver = nil, punched = false, -- used to re-send velocity and position velocity = {x=0, y=0, z=0}, -- only used on punch old_dir = {x=1, y=0, z=0}, -- random value to start the cart on punch old_pos = nil, old_switch = 0, railtype = nil, attached_items = {} } function cart_entity:on_rightclick(clicker) if not clicker or not clicker:is_player() then return end local player_name = clicker:get_player_name() if self.driver and player_name == self.driver then self.driver = nil carts:manage_attachment(clicker, nil) elseif not self.driver then self.driver = player_name carts:manage_attachment(clicker, self.object) end end function cart_entity:on_activate(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 not data or type(data) ~= "table" then return end self.railtype = data.railtype if data.old_dir then self.old_dir = data.old_dir end if data.old_vel then self.old_vel = data.old_vel end end function cart_entity:get_staticdata() return minetest.serialize({ railtype = self.railtype, old_dir = self.old_dir, old_vel = self.old_vel }) end function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction) local pos = self.object:getpos() if not self.railtype then local node = minetest.get_node(pos).name self.railtype = minetest.get_item_group(node, "connect_to_raillike") end if not puncher or not puncher:is_player() then local cart_dir = carts:get_rail_direction(pos, self.old_dir, nil, nil, self.railtype) if vector.equals(cart_dir, {x=0, y=0, z=0}) then return end self.velocity = vector.multiply(cart_dir, 3) self.punched = true return end if puncher:get_player_control().sneak then if self.sound_handle then minetest.sound_stop(self.sound_handle) end -- Pick up cart: Drop all attachments if self.driver then if self.old_pos then self.object:setpos(self.old_pos) end local player = minetest.get_player_by_name(self.driver) carts:manage_attachment(player, nil) end for _,obj_ in ipairs(self.attached_items) do if obj_ then obj_:set_detach() end end local leftover = puncher:get_inventory():add_item("main", "carts:cart") if not leftover:is_empty() then minetest.add_item(self.object:getpos(), leftover) end self.object:remove() return end local vel = self.object:getvelocity() if puncher:get_player_name() == self.driver then if math.abs(vel.x + vel.z) > carts.punch_speed_max then return end end local punch_dir = carts:velocity_to_dir(puncher:get_look_dir()) punch_dir.y = 0 local cart_dir = carts:get_rail_direction(pos, punch_dir, nil, nil, self.railtype) if vector.equals(cart_dir, {x=0, y=0, z=0}) then return end local punch_interval = 1 if tool_capabilities and tool_capabilities.full_punch_interval then punch_interval = tool_capabilities.full_punch_interval end time_from_last_punch = math.min(time_from_last_punch or punch_interval, punch_interval) local f = 2 * (time_from_last_punch / punch_interval) self.velocity = vector.multiply(cart_dir, f) self.old_dir = cart_dir self.punched = true end local function rail_on_step_event(handler, obj, dtime) if handler then handler(obj, dtime) end end -- sound refresh interval = 1.0sec local function rail_sound(self, dtime) if not self.sound_ttl then self.sound_ttl = 1.0 return elseif self.sound_ttl > 0 then self.sound_ttl = self.sound_ttl - dtime return end self.sound_ttl = 1.0 if self.sound_handle then local handle = self.sound_handle self.sound_handle = nil minetest.after(0.2, minetest.sound_stop, handle) end local vel = self.object:getvelocity() local speed = vector.length(vel) if speed > 0 then self.sound_handle = minetest.sound_play( "carts_cart_moving", { object = self.object, gain = (speed / carts.speed_max) / 2, loop = true, }) end end local function rail_on_step(self, dtime) local pos = self.object:getpos() local node = minetest.get_node(pos) local railparams = carts.railparams[node.name] or {} local vel = self.object:getvelocity() local update = {} if self.punched then vel = vector.add(vel, self.velocity) self.object:setvelocity(vel) self.old_dir.y = 0 elseif vector.equals(vel, {x=0, y=0, z=0}) then return end -- stop cart if velocity vector flips if self.old_vel and (((self.old_vel.x * vel.x) < 0) or ((self.old_vel.z * vel.z) < 0)) and (self.old_vel.y == 0) then self.old_dir = {x = 0, y = 0, z = 0} self.old_vel = {x = 0, y = 0, z = 0} self.velocity = {x = 0, y = 0, z = 0} self.old_pos = pos self.object:setvelocity(vector.new()) self.object:setacceleration(vector.new()) rail_on_step_event(railparams.on_step, self, dtime) return end self.old_vel = vector.new(vel) if self.old_pos and not self.punched then local flo_pos = vector.round(pos) local flo_old = vector.round(self.old_pos) if vector.equals(flo_pos, flo_old) then -- Do not check one node multiple times rail_on_step_event(railparams.on_step, self, dtime) return end end local ctrl, player -- Get player controls if self.driver then player = minetest.get_player_by_name(self.driver) if player then ctrl = player:get_player_control() end end if self.old_pos then -- Detection for "skipping" nodes local expected_pos = vector.add(self.old_pos, self.old_dir) local found_path = carts:pathfinder( pos, expected_pos, self.old_dir, ctrl, self.old_switch, self.railtype ) if not found_path then -- No rail found: reset back to the expected position pos = vector.new(self.old_pos) update.pos = true end end local cart_dir = carts:velocity_to_dir(vel) -- dir: New moving direction of the cart -- switch_keys: Currently pressed L/R key, used to ignore the key on the next rail node local dir, switch_keys = carts:get_rail_direction( pos, cart_dir, ctrl, self.old_switch, self.railtype ) local new_acc = {x=0, y=0, z=0} if vector.equals(dir, {x=0, y=0, z=0}) then vel = {x=0, y=0, z=0} pos = vector.round(pos) update.pos = true update.vel = true else -- If the direction changed if dir.x ~= 0 and self.old_dir.z ~= 0 then vel.x = dir.x * math.abs(vel.z) vel.z = 0 pos.z = math.floor(pos.z + 0.5) update.pos = true end if dir.z ~= 0 and self.old_dir.x ~= 0 then vel.z = dir.z * math.abs(vel.x) vel.x = 0 pos.x = math.floor(pos.x + 0.5) update.pos = true end -- Up, down? if dir.y ~= self.old_dir.y then vel.y = dir.y * math.abs(vel.x + vel.z) pos = vector.round(pos) update.pos = true end -- Slow down or speed up.. local acc = dir.y * -4.0 -- no need to check for railparams == nil since we always make it exist. local speed_mod = railparams.acceleration if speed_mod and speed_mod ~= 0 then -- Try to make it similar to the original carts mod acc = acc + speed_mod else -- Handbrake if ctrl and ctrl.down then acc = acc - 1.6 else acc = acc - 0.4 end end new_acc = vector.multiply(dir, acc) end -- Limits local max_vel = carts.speed_max for _,v in ipairs({"x","y","z"}) do if math.abs(vel[v]) > max_vel then vel[v] = carts:get_sign(vel[v]) * max_vel new_acc[v] = 0 update.vel = true end end self.object:setacceleration(new_acc) self.old_pos = vector.new(pos) if not vector.equals(dir, {x=0, y=0, z=0}) then self.old_dir = vector.new(dir) end self.old_switch = switch_keys if self.punched then -- Collect dropped items for _,obj_ in ipairs(minetest.get_objects_inside_radius(pos, 1)) do if not obj_:is_player() and obj_:get_luaentity() and not obj_:get_luaentity().physical_state and obj_:get_luaentity().name == "__builtin:item" then obj_:set_attach(self.object, "", {x=0, y=0, z=0}, {x=0, y=0, z=0}) self.attached_items[#self.attached_items + 1] = obj_ end end self.punched = false update.vel = true end if not (update.vel or update.pos) then rail_on_step_event(railparams.on_step, self, dtime) return end local yaw = 0 if self.old_dir.x < 0 then yaw = 0.5 elseif self.old_dir.x > 0 then yaw = 1.5 elseif self.old_dir.z < 0 then yaw = 1 end self.object:setyaw(yaw * math.pi) local anim = {x=0, y=0} if dir.y == -1 then anim = {x=1, y=1} elseif dir.y == 1 then anim = {x=2, y=2} end self.object:set_animation(anim, 1, 0) self.object:setvelocity(vel) if update.pos then self.object:setpos(pos) end -- call event handler rail_on_step_event(railparams.on_step, self, dtime) end function cart_entity:on_step(dtime) rail_on_step(self, dtime) rail_sound(self, dtime) end minetest.register_entity("carts:cart", cart_entity) minetest.register_craftitem("carts:cart", { description = "Cart (Sneak+Click to pick up)", inventory_image = minetest.inventorycube("carts_cart_top.png", "carts_cart_side.png", "carts_cart_side.png"), wield_image = "carts_cart_side.png", on_place = function(itemstack, placer, pointed_thing) if not pointed_thing.type == "node" then return end if carts:is_rail(pointed_thing.under) then minetest.add_entity(pointed_thing.under, "carts:cart") elseif carts:is_rail(pointed_thing.above) then minetest.add_entity(pointed_thing.above, "carts:cart") else return end minetest.sound_play({name = "default_place_node_metal", gain = 0.5}, {pos = pointed_thing.above}) if not minetest.setting_getbool("creative_mode") then itemstack:take_item() end return itemstack end, }) minetest.register_craft({ output = "carts:cart", recipe = { {"default:steel_ingot", "", "default:steel_ingot"}, {"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"}, }, })