-- Based on: https://github.com/minetest/minetest_game/blob/master/mods/boats/init.lua local function get_velocity(v, yaw, y) local x = -math.sin(yaw) * v local z = math.cos(yaw) * v return {x = x, y = y, z = z} end local function get_v(v, speed) return math.sqrt(v.x ^ 2 + v.z ^ 2) * speed end local class = { driver = nil, v = 0, last_v = 0, removed = false, auto = false, speed = 1 } function class:on_rightclick(clicker) if not clicker or not clicker:is_player() then return end local name = clicker:get_player_name() if self.driver and name == self.driver then clicker:set_detach() local pos = clicker:get_pos() pos = {x = pos.x, y = pos.y + 0.2, z = pos.z} core.after(0.1, function() clicker:set_pos(pos) end) elseif not self.driver then clicker:set_attach(self.object, "", {x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0}) self.driver = name clicker:set_look_horizontal(self.object:get_yaw()) end end function class:on_detach_child(child) if child and child:get_player_name() == self.driver then self.driver = nil self.auto = false end end function class:on_activate(staticdata, dtime_s) self.object:set_armor_groups({immortal = 1}) if staticdata then self.v = tonumber(staticdata) end self.last_v = self.v end function class:get_staticdata() return tostring(self.v) end function class:on_punch(puncher) if not puncher or not puncher:is_player() or self.removed then return end local name = puncher:get_player_name() if self.driver and name == self.driver then self.driver = nil puncher:set_detach() end if not self.driver then self.removed = true local inv = puncher:get_inventory() if not core.is_creative_enabled(name) or not inv:contains_item("main", self.name) then local leftover = inv:add_item("main", self.name) if not leftover:is_empty() then core.add_item(self.object:get_pos(), leftover) end end core.after(0.1, function() self.object:remove() end) end end function class:on_step(dtime) self.v = get_v(self.object:get_velocity(), self.speed) * math.sign(self.v) if self.driver then local driver_objref = core.get_player_by_name(self.driver) if driver_objref then local ctrl = driver_objref:get_player_control() if ctrl.up and ctrl.down then if not self.auto then self.auto = true core.chat_send_player(self.driver, Translate("Auto mode on")) end elseif ctrl.down then self.v = self.v - dtime * 2.0 if self.auto then self.auto = false core.chat_send_player(self.driver, Translate("Auto mode off")) end elseif ctrl.up or self.auto then self.v = self.v + dtime * 2.0 end if ctrl.left then if self.v < -0.001 then self.object:set_yaw(self.object:get_yaw() - dtime * 0.9) else self.object:set_yaw(self.object:get_yaw() + dtime * 0.9) end elseif ctrl.right then if self.v < -0.001 then self.object:set_yaw(self.object:get_yaw() + dtime * 0.9) else self.object:set_yaw(self.object:get_yaw() - dtime * 0.9) end end end end local velo = self.object:get_velocity() if not self.driver and self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then self.object:set_pos(self.object:get_pos()) return end -- We need to preserve velocity sign to properly apply drag force -- while moving backward local drag = dtime * math.sign(self.v) * (0.01 + 0.0796 * self.v * self.v) -- If drag is larger than velocity, then stop horizontal movement if math.abs(self.v) <= math.abs(drag) then self.v = 0 else self.v = self.v - drag end local p = self.object:get_pos() p.y = p.y - 0.5 local new_velo local new_acce = {x = 0, y = 0, z = 0} p.y = p.y + 1 local y = self.object:get_velocity().y if y >= 5 then y = 5 end new_velo = get_velocity(self.v, self.object:get_yaw(), y, self.speed) self.object:set_pos(self.object:get_pos()) self.object:set_velocity(new_velo) self.object:set_acceleration(new_acce) end PyuTest.create_vehicle = function(name, desc, speed, properties, image, craft) local options = setmetatable(properties, { __index = class}) options.name = name options.speed = speed core.register_entity(name, properties) PyuTest.make_item(name, desc, { vehicle = 1 }, image, { liquids_pointable = true, on_place = function (itemstack, placer, pointed_thing) local under = pointed_thing.under local node = core.get_node(under) local udef = core.registered_nodes[node.name] if udef and udef.on_rightclick and not (placer and placer:is_player() and placer:get_player_control().sneak) then return udef.on_rightclick(under, node, placer, itemstack, pointed_thing) or itemstack end if pointed_thing.type ~= "node" then return itemstack end pointed_thing.under.y = pointed_thing.under.y + 0.5 local vehicle = core.add_entity(pointed_thing.under, name) if vehicle then if placer then vehicle:set_yaw(placer:get_look_horizontal()) end local player_name = placer and placer:get_player_name() or "" if not core.is_creative_enabled(player_name) then itemstack:take_item() end end return itemstack end }) if craft then core.register_craft({ output = name, recipe = craft }) end end