--Todo make lift go up and down! minetest.register_node("lifter:lift", { tiles = {"lifter.png"}, description = "Lift", drawtype = "normal", paramtype = "light", groups = {crumbly=3}, on_rightclick = function(pos, node, player, itemstack, pointed_thing) local obj = minetest.add_entity(pos, "lifter:travelling_lift") minetest.remove_node(pos) if not player then return end obj:get_luaentity().driver = player player:set_attach(obj, "", {x=0, y=15, z=0}, {x=0, y=0, z=0}) player:set_eye_offset({x=0, y=6, z=0},{x=0, y=0, z=0}) end, }) minetest.register_entity("lifter:travelling_lift", { physical = true, collide_with_objects = true, collisionbox = {-0.5,-0.5,-0.5, 0.5,2.5,0.5}, visual = "cube", textures = {"lifter.png", "lifter.png", "lifter.png", "lifter.png", "lifter.png", "lifter.png"}, --visual_size = {x=1, y=1}, driver = nil, direction = 0, on_punch = function(self, dtime) end, on_step = function(self, dtime) local exit = false -- Turn to actual sand when collides to ground or just move local pos = self.object:getpos() local bcp = {x=pos.x, y=pos.y-0.7, z=pos.z} -- Position of bottom center point local bcn = minetest.get_node(bcp) local bcd = minetest.registered_nodes[bcn.name] -- Note: walkable is in the node definition, not in item groups local np = {x=bcp.x, y=bcp.y+1, z=bcp.z} if not self.driver then minetest.add_node(np, {name="lifter:lift"}) self.object:remove() nodeupdate(np) return end local ctrl = self.driver:get_player_control() if ctrl.jump then self.direction = 1 end if ctrl.sneak then self.direction = -1 end if ctrl.aux1 then self.direction = 0 self.object:setvelocity({x=0, y=0, z=0}) end pos.y = pos.y+1 local nex = 1 local wnode = minetest.get_node({x=pos.x+1, y=pos.y, z=pos.z}) local wbnode = minetest.get_node({x=pos.x+1, y=pos.y-nex, z=pos.z}) local snode = minetest.get_node({x=pos.x-1, y=pos.y, z=pos.z}) local sbnode = minetest.get_node({x=pos.x-1, y=pos.y-nex, z=pos.z}) local anode = minetest.get_node({x=pos.x, y=pos.y, z=pos.z+1}) local abnode = minetest.get_node({x=pos.x, y=pos.y-nex, z=pos.z+1}) local dnode = minetest.get_node({x=pos.x, y=pos.y, z=pos.z-1}) local dbnode = minetest.get_node({x=pos.x, y=pos.y-nex, z=pos.z-1}) if self.direction ~= 0 and not ctrl.jump and not ctrl.sneak then if (wnode.name == "air" and wbnode.name ~= "air") or (snode.name == "air" and sbnode.name ~= "air") or (anode.name == "air" and abnode.name ~= "air") or (dnode.name == "air" and dbnode.name ~= "air") then self.direction = 0 self.object:setvelocity({x=0, y=0, z=0}) self.object:setacceleration({x=0, y=0, z=0}) end end if wnode.name == "air" and snode.name == "air" and anode.name == "air" and dnode.name == "air" then if self.direction >= 0 then self.direction = 0 self.object:setvelocity({x=0, y=0, z=0}) else self.object:setacceleration({x=0, y=-10, z=0}) end end local vel = self.object:getvelocity() if vector.equals(vel, {x=0,y=0,z=0}) then if ctrl.up or ctrl.down or ctrl.left or ctrl.right then exit = true end local npos = self.object:getpos() if self.direction == 1 then npos.y = npos.y+0.5 if minetest.get_node({x=npos.x, y=npos.y+2.5, z=npos.z}).name ~= "air" then npos.y = npos.y-0.5 end end if self.direction == -1 then npos.y = npos.y-1 if minetest.get_node(npos).name ~= "air" then npos.y = npos.y+0.5 end end self.object:setpos(vector.round(npos)) end if exit then -- Create node and remove entity minetest.add_node(np, {name="lifter:lift"}) self.object:remove() nodeupdate(np) if self.driver then self.driver:set_detach() self.driver:set_eye_offset({x=0, y=0, z=0},{x=0, y=0, z=0}) pos.y = pos.y-0.2 self.driver:setpos(pos) end return end -- Set gravity self.object:setacceleration({x=0, y=self.direction*10, z=0}) end }) minetest.register_craft({ output = "lifter:lift", recipe = { {"group:wood", "group:stick", "group:wood"}, {"group:wood", "default:mese", "default:wood"}, {"group:wood", "group:stick", "group:wood"}, }, })