205 lines
5.4 KiB
Lua

-- 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 * 8, y = y * 8, z = z * 8}
end
local function get_v(v)
return math.sqrt(v.x ^ 2 + v.z ^ 2)
end
local class = {
driver = nil,
v = 0,
last_v = 0,
removed = false,
auto = false,
}
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()) * 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.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, properties, image, craft)
local options = setmetatable(properties, { __index = class})
options.name = name
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