local S = carts.S local abs, floor, min, pi = math.abs, math.floor, math.min, math.pi local vector_add, vector_equals, vector_length, vector_multiply, vector_new, vector_round = vector.add, vector.equals, vector.length, vector.multiply, vector.new, vector.round local table_copy = table.copy local sp = minetest.is_singleplayer() local cart_entity = { initial_properties = { physical = false, collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, visual = "mesh", mesh = "carts_cart.b3d", textures = {"carts_cart.png", "carts_cart_wheels.png"} }, owner = nil, 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_anim = {x=0, y=0}, 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 if vector.distance(self.object:get_pos(), clicker:get_pos()) > 3 then minetest.chat_send_player(player_name, S("You have to come closer to sit down!")) return end self.driver = player_name carts:manage_attachment(clicker, self.object) minetest.after(0.1, function() if clicker then player_api.set_animation(clicker, "sit", 30) end end) end end function cart_entity:on_activate(staticdata, dtime_s) self.object:set_armor_groups({immortal=1}) if staticdata:sub(1, 6) ~= "return" then return end local data = minetest.deserialize(staticdata) if type(data) ~= "table" then return end self.railtype = data.railtype self.old_dir = data.old_dir or self.old_dir self.old_pos = data.old_pos or self.old_pos -- Correct the position when the cart drives further after the last 'step()' if self.old_pos and carts:is_rail(self.old_pos, self.railtype) then self.object:set_pos(self.old_pos) end self.owner = data.owner self.age = (data.age or 0) + dtime_s end function cart_entity:get_staticdata() return minetest.serialize({ railtype = self.railtype, old_dir = self.old_dir, old_pos = self.old_pos, old_anim = self.old_anim, owner = self.owner, age = self.age }) end -- 0.5.x and later: When the driver leaves function cart_entity:on_detach_child(child) if child and child:get_player_name() == self.driver then self.driver = nil carts:manage_attachment(child, nil) end end function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities) local pos = self.object:get_pos() local vel = self.object:get_velocity() if not self.railtype or vector_equals(vel, {x=0, y=0, z=0}) then local node = minetest.get_node(pos).name self.railtype = minetest.get_item_group(node, "connect_to_raillike") end -- Punched by non-player 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 local puncher_name = puncher:get_player_name() -- Player digs cart by sneak-punch if puncher:get_player_control().sneak then local owner = self.owner if owner and owner ~= puncher_name then minetest.chat_send_player(puncher_name, S("You cannot pick up a Cart!") .. " " .. S("Owned by @1", owner)) return end if self.sound_handle then minetest.sound_stop(self.sound_handle) end -- Detach driver and items if self.driver then if self.old_pos then self.object:set_pos(self.old_pos) end local player = minetest.get_player_by_name(self.driver) carts:manage_attachment(player, nil) end for _, obj in pairs(self.attached_items) do if obj then obj:set_detach() end end -- Pick up cart local inv = puncher:get_inventory() if not minetest.is_creative_enabled(puncher_name) or not inv:contains_item("main", "carts:cart") then local leftover = inv:add_item("main", "carts:cart") -- If no room in inventory add a replacement cart to the world if not leftover:is_empty() then minetest.add_item(pos, leftover) end end self.object:remove() return end -- Player punches cart to alter velocity if puncher_name == self.driver then if 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 = min(time_from_last_punch or punch_interval, punch_interval) local f = 3 * (time_from_last_punch / punch_interval) self.velocity = vector_multiply(cart_dir, f) self.old_dir = cart_dir self.punched = true 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:get_velocity() if not vel then return end 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 drop_timer = 180 -- 3 min local function rail_on_step(self, dtime) local pos = self.object:get_pos() local pos_r = vector_round(pos) -- Drop cart if there is no player or items inside. if not sp then if not self.driver and #self.attached_items == 0 then self.age = (self.age or 0) + dtime if self.age > drop_timer then if self.sound_handle then minetest.sound_stop(self.sound_handle) end minetest.add_item(pos, "carts:cart") self.object:remove() return end else self.age = 0 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 ctrl and ctrl.jump then self.driver = nil carts:manage_attachment(player, nil) end local vel = self.object:get_velocity() local acc = self.object:get_acceleration() -- Player wants to ride rather than punch... if ctrl and ctrl.up then if abs(vel.x + vel.z) < carts.punch_speed_max then local punch_dir = carts:velocity_to_dir(player:get_look_dir()) punch_dir.y = 0 local cart_dir = carts:get_rail_direction(pos, punch_dir, nil, nil, self.railtype) if not vector_equals(cart_dir, {x=0, y=0, z=0}) then self.velocity = vector_multiply(cart_dir, 1) self.old_dir = cart_dir self.punched = true -- terrible hack end end end if self.punched then vel = vector_add(vel, self.velocity) if not minetest.is_valid_pos(vel) then self.punched = false return end self.object:set_velocity(vel) self.old_dir.y = 0 elseif vector_equals(vel, {x=0, y=0, z=0}) then if not carts:is_rail(pos_r, self.railtype) then minetest.add_item(pos, "carts:cart") self.object:remove() end return end local dir = carts:velocity_to_dir(vel) local dir_changed = not vector_equals(dir, self.old_dir) local update = {} if self.old_pos and not self.punched and not dir_changed then local flo_old = vector_round(self.old_pos) if vector_equals(pos_r, flo_old) then -- Do not check one node multiple times return end end local distance = 1 local stop_wiggle = false if self.old_pos and not dir_changed then -- Detection for "skipping" nodes (perhaps use average dtime?) -- It's sophisticated enough to take the acceleration in account distance = dtime * (vector_length(vel) + 0.5 * dtime * vector_length(acc)) local new_pos, new_dir = carts:pathfinder( pos, self.old_pos, self.old_dir, distance, ctrl, self.old_switch, self.railtype ) if new_pos then -- No rail found: set to the expected position pos = new_pos update.pos = true dir = new_dir end elseif self.old_pos and self.old_dir.y ~= 1 and not self.punched then -- Stop wiggle stop_wiggle = true end -- dir: New moving direction of the cart -- switch_keys: Currently pressed L(1) or R(2) key, -- used to ignore the key on the next rail node local switch_keys dir, switch_keys = carts:get_rail_direction( pos, dir, ctrl, self.old_switch, self.railtype ) dir_changed = not vector_equals(dir, self.old_dir) local _acc = 0 if stop_wiggle or vector_equals(dir, {x=0, y=0, z=0}) then dir = vector_new(self.old_dir) vel = {x=0, y=0, z=0} if not carts:is_rail(pos_r, self.railtype) and self.old_pos then pos = self.old_pos elseif not stop_wiggle then -- End of rail: Smooth out. pos = pos_r dir_changed = false dir.y = 0 else pos.y = floor(pos.y + 0.5) end update.pos = true update.vel = true else -- Direction change detected if dir_changed then vel = vector_multiply(dir, abs(vel.x + vel.z)) update.vel = true if dir.y ~= self.old_dir.y then pos = vector_round(pos) update.pos = true end end -- Center on the rail if dir.z ~= 0 and floor(pos.x + 0.5) ~= pos.x then pos.x = floor(pos.x + 0.5) update.pos = true end if dir.x ~= 0 and floor(pos.z + 0.5) ~= pos.z then pos.z = floor(pos.z + 0.5) update.pos = true end -- Calculate current cart acceleration _acc = nil local acc_meta = minetest.get_meta(pos):get_string("cart_acceleration") if acc_meta == "halt" and not self.punched then -- Stop rail vel = {x=0, y=0, z=0} _acc = false pos = vector_round(pos) update.pos = true update.vel = true end if _acc == nil then -- Meta speed modifier local speed_mod = tonumber(acc_meta) if speed_mod and speed_mod ~= 0 then -- Try to make it similar to the original carts mod _acc = speed_mod * 10 end end if _acc ~= false then -- Handbrake if ctrl and ctrl.down then _acc = -5 elseif _acc == nil then _acc = -0.4 end end if _acc then -- Slow down or speed up, depending on Y direction _acc = _acc + dir.y * -2.1 else _acc = 0 end end -- Limit cart speed local vel_len = vector_length(vel) if vel_len > carts.speed_max then vel = vector_multiply(vel, carts.speed_max / vel_len) update.vel = true end if vel_len >= carts.speed_max and _acc > 0 then _acc = 0 end self.object:set_acceleration(vector_multiply(dir, _acc)) self.old_pos = vector_round(pos) local old_y_dir = self.old_dir.y self.old_dir = vector_new(dir) self.old_switch = switch_keys carts:on_rail_step(self, self.old_pos, distance) 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 return end -- Re-use "dir", localize self.old_dir dir = self.old_dir local yaw = 0 if dir.x < 0 then yaw = 0.5 elseif dir.x > 0 then yaw = 1.5 elseif dir.z < 0 then yaw = 1 end self.object:set_yaw(yaw * pi) local anim = self.old_anim local anim_dir = carts:check_front_up_down(pos, dir, true, self.railtype) if anim_dir then if anim_dir.y < 0 then anim = {x=13, y=24} elseif anim_dir.y > 0 then anim = {x=25, y=37} else anim = {x=0, y=12} end self.old_anim = anim end local _accy = vel.y if type(_accy) == "table" then _accy = acc.y end local anim_speed = vector_length({x = vel.x, y = _accy, z = vel.z}) * 5 self.object:set_animation(anim, floor(anim_speed), 0) -- Change player model rotation, depending on the Y direction if player and dir.y ~= old_y_dir then local feet = table_copy(carts.default_attach) local eye = {x=0, y=-5, z=0} feet.y = 6 if dir.y ~= 0 then -- TODO: Find a better way to calculate this feet.y = feet.y + 2 if dir.y < 0 then feet.z = 3 elseif dir.y > 0 then feet.z = -9 end eye.z = -dir.y * 8 end player:set_attach(self.object, "", feet, {x=dir.y * -30, y=0, z=0}) player:set_eye_offset(eye, eye) end if update.vel then self.object:set_velocity(vel) end if update.pos then if dir_changed then self.object:set_pos(pos) else self.object:move_to(pos) end end end function carts:on_rail_step(_, pos) if minetest.global_exists("mesecon") then carts:signal_detector_rail(pos) end 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_node("carts:cart", { description = S("Cart") .. "\n" .. S("(Sneak+Click to pick up)"), drawtype = "mesh", mesh = "carts_cart.b3d", tiles = {"carts_cart.png", "carts_cart_wheels.png"}, use_texture_alpha = "clip", visual_scale = 0.1, wield_scale = {x = 0.1, y = 0.1, z = 0.1}, node_placement_prediction = "", stack_max = 1, sounds = default.node_sound_metal_defaults(), on_place = function(itemstack, placer, pointed_thing) if pointed_thing.type == "node" then local cart if carts:is_rail(pointed_thing.under) then cart = minetest.add_entity(pointed_thing.under, "carts:cart") elseif carts:is_rail(pointed_thing.above) then cart = minetest.add_entity(pointed_thing.above, "carts:cart") else return itemstack end local player_name = placer:get_player_name() cart:get_luaentity().owner = player_name minetest.sound_play({name = "default_place_node_metal", gain = 0.5}, {pos = pointed_thing.above}) if not minetest.is_creative_enabled(player_name) or not sp then itemstack:take_item() end 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"} } })