Montandalar 23683fc66d
Fix stacking behaviour for some items in creative (#11)
* Fix stacking behaviour for some items in creative

* Some were removed when placed, even in creative mode.
* The lantern was removed twice in survival!
* Digging snow always gave the player snow, even in creative.

* Remove extraneous return
2024-08-07 19:15:23 -04:00

280 lines
10 KiB
Lua

local max_speed = 5
local function speed_check(vec, limit)
local v = vector.apply(vec, math.abs)
local l = limit
if v.x >= l then return false
elseif v.y >= l then return false
elseif v.z >= l then return false end
return true
end
function deg_to_rad(x)
return x * math.pi/180
end
function rad_to_deg(x)
return x * 180/math.pi
end
--old junky function that worked with floor rather than round
--[[ local function is_centered(vec) --is centered ish
local fx, fz = math.floor(vec.x+0.01), math.floor(vec.z+0.01)
if vec.x >= fx-0.15 and vec.x <= fx+0.15 and vec.z >= fz-0.15 and vec.z <= fz+0.15 then
return true
else
return false
end
end ]]
local function is_centered(vec)
local rv = vector.round(vec)
if vec.x >= rv.x-0.25 and vec.x <= rv.x+0.25 and vec.z >= rv.z-0.25 and vec.z <= rv.z+0.25 then
return true
else
return false
end
end
--[[ function is_centered(pos)
--minetest.chat_send_all(dump(pos))
local pos1 = {}
for i, v in pairs(pos) do
--get the distances.
local floor = math.floor(v)
local ciel = math.ceil(v)
if math.abs(v-floor) > math.abs(v-ciel) then
pos1[i] = ciel
else
pos1[i] = floor
end
end
if vector.distance(pos1, pos) < .15 then
return true
end
end ]]
minetest.register_entity("fl_trains:train_engine", {
--mte object properties
initial_properties = {
physical = true,
--stepheight = 0.4,
--[[ collide_with_objects = true, ]]
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
visual = "mesh",
mesh = "farlands_train_engine.obj",
textures = {
"farlands_train_engine.png",
},
backface_culling = false,
visual_size = {x=10, y=10, z=10},
static_save = true,
damage_texture_modifier = "^[colorize:#FF000040"
},
--on_step = mobkit.stepfunc, --this is required
on_activate = function(self, staticdata, dtime_s)
--load memory
local sdata = minetest.deserialize(staticdata)
if sdata then
for k,v in pairs(sdata) do
self[k] = v
end
end
if not self.memory then self.memory = {} end
--other stuff
end,
get_staticdata = function(self)
local tmp = {memory = self.memory}
return minetest.serialize(tmp)
end,
on_step = function(self, dtime, moveresult)
local yaw = tonumber(string.format("%.2f", self.object:get_yaw()))
local dir = vector.round(minetest.yaw_to_dir(yaw))
local pos = self.object:get_pos()
local ndir = dir
if moveresult and moveresult.collides then
--minetest.chat_send_all(dump(moveresult.collisions))
for k,v in pairs(moveresult.collisions) do
v.object:set_hp(0, "die")
self.object:set_velocity(v.old_velocity)
end
end
local vel = self.object:get_velocity()
local player
if self.memory.driver then player = minetest.get_player_by_name(self.memory.driver) end
if player then
local pcontrols = player:get_player_control()
if pcontrols.up and speed_check(vel, max_speed) then
self.object:add_velocity(vector.multiply(dir, 0.2))
elseif pcontrols.down and speed_check(vel, max_speed) then
self.object:add_velocity(vector.multiply(dir, -0.2))
ndir = vector.multiply(ndir, -1)
end
--brakes
if pcontrols.jump then
self.object:set_velocity(vector.new(0,0,0))
end
end
local direction = vector.dot(self.object:get_velocity(), minetest.yaw_to_dir(self.object:get_yaw()))
local reverse = false
if direction <= 0 then
reverse = true
end
local node = minetest.get_node_or_nil(vector.add(ndir, pos))
--going backwards, flip direction
if reverse then
node = minetest.get_node_or_nil(vector.add(vector.multiply(ndir, -1), pos))
end
local currnode = minetest.get_node_or_nil(pos)
if not node or not currnode then self.object:set_velocity(vector.new(0,0,0)) return end
local continue_rail_nodes = {
["fl_trains:straight_track"] = true,
["fl_trains:crossing_track"] = true,
["fl_trains:straight_45_track"] = true,
["fl_trains:curve_left_track"] = true,
["fl_trains:curve_right_track"] = true,
}
if continue_rail_nodes[node.name] then
--self.object:set_velocity(vector.new(0,0,0))
--just keep moving
--minetest.chat_send_all(node.name)
return
else
--works if straight headed in to curve left track param2 of 1
--TODO: take into account param2 for rotation
if currnode.name == "fl_trains:curve_left_track" or currnode.name == "fl_trains:curve_right_track" then
--minetest.chat_send_all(dump(pos))
local curvetype = currnode.name:split(":")[2]:split("_")[2]
--minetest.chat_send_all(dump(curvetype))
if is_centered(pos) then
local currrotation = self.object:get_rotation()
--minetest.chat_send_all("hiii")
--[[ minetest.chat_send_all(dump(
{
rad = currrotation.y,
deg = rad_to_deg(currrotation.y),
floor = math.floor(rad_to_deg(currrotation.y))
}
)) ]]
local rotation = math.round(rad_to_deg(currrotation.y))
--is center can only determine if we are roughly center, so force center
self.object:set_pos(vector.apply(pos, math.round))
local rotation_degrees = 0
if rotation%90==0 then rotation_degrees = 45 elseif rotation%45==0 then rotation_degrees = -45 end
if curvetype=="right" then rotation_degrees = rotation_degrees*-1 end
self.object:set_rotation(
vector.new(currrotation.x, currrotation.y + deg_to_rad(rotation_degrees), currrotation.z)
)
if reverse then
self.object:set_velocity(
vector.multiply(
vector.multiply(
minetest.yaw_to_dir(
self.object:get_yaw()
),
-1
),
vector.length( --speed
self.object:get_velocity()
)
)
)
else
self.object:set_velocity(
vector.multiply(
minetest.yaw_to_dir(
self.object:get_yaw()
),
vector.length( --speed
self.object:get_velocity()
)
)
)
end
end
return
end
--minetest.chat_send_all(node.name)
--dont know what the next rail is, stop
self.object:set_velocity(vector.new(0,0,0))
return
end
end,
on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
self.object:remove()
if not (puncher and puncher:is_player()) then return end
local inv = puncher:get_inventory()
if minetest.is_creative_enabled(puncher:get_player_name())
and inv:contains_item("main", "fl_trains:train_engine")
then return end
inv:add_item("main", "fl_trains:train_engine")
end,
on_rightclick=function(self, clicker)
if #self.object:get_children() > 0 then
for _, obj in pairs(self.object:get_children()) do
if obj:is_player() and obj:get_player_name() == self.memory.driver then
obj:set_detach()
obj:set_properties({visual_size = vector.new(1,1,1)})
fl_player.ignore[obj:get_player_name()] = nil
obj:set_eye_offset(vector.new(0,0,0), vector.new(0,0,0))
self.memory.driver = nil
end
end
else
clicker:set_attach(self.object, "", vector.new(0,-0.49,0.45), vector.new(0,0,0), true)
clicker:set_properties({visual_size = vector.new(.075,.075,.075)})
fl_player.ignore[clicker:get_player_name()] = true
clicker:set_animation(fl_player.animations["sit"], 15)
clicker:set_eye_offset(vector.new(0,-13,5.5), vector.new(0,-13,5.5))
self.memory.driver = clicker:get_player_name()
end
end,
})
minetest.register_craftitem("fl_trains:train_engine", {
description = "train_engine",
inventory_image = "farlands_cart_item.png",
wield_image = "farlands_cart_item.png",
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then return end
local node = minetest.get_node_or_nil(pointed_thing.under)
if string.find(node.name, "fl_trains") then
local ent = minetest.add_entity(pointed_thing.under, "fl_trains:train_engine")
if node.name == "fl_trains:straight_track" and node.param2%2 ~= 0 then
ent:set_rotation(vector.new(0,deg_to_rad(90),0))
--minetest.chat_send_all(ent:get_yaw())
elseif node.name == "fl_trains:straight_45_track" then
if node.param2%2 ~= 0 then
ent:set_rotation(vector.new(0,deg_to_rad(45),0))
else
ent:set_rotation(vector.new(0,deg_to_rad(-45),0))
end
end
if not (placer and placer:is_player()
and minetest.is_creative_enabled(placer:get_player_name()))
then
itemstack:take_item()
end
end
return itemstack
end,
groups = {not_in_creative_inventory = 1}
})