319 lines
9.0 KiB
Lua
319 lines
9.0 KiB
Lua
vehicle_mash = {}
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local function get_sign(i)
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if i == 0 then
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return 0
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else
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return i / math.abs(i)
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end
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end
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local function get_velocity_a(v, yaw, y)
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local x = math.cos(yaw) * v
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local z = math.sin(yaw) * v
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return {x=x, y=y, z=z}
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end
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local function get_velocity_b(v, yaw, y)
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local x = -math.sin(yaw) * v
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local z = math.cos(yaw) * v
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return {x=x, y=y, z=z}
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end
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local function get_v(v)
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return math.sqrt(v.x^2 + v.z^2)
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end
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local function is_water(pos)
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local nn = minetest.get_node(pos).name
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return minetest.get_item_group(nn, "water") ~= 0
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end
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local function AttachPlayer(self, clicker, is_driver)
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local pname = clicker:get_player_name()
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local attach_at
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if is_driver then
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attach_at = self.driver_attach_at
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clicker:set_eye_offset(self.driver_eye_offset, {x=0, y=0, z=0})
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else
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attach_at = self.passenger_attach_at
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clicker:set_eye_offset(self.passenger_eye_offset, {x=0, y=0, z=0})
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end
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clicker:set_attach(self.object, "", attach_at, self.player_rotation)
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default.player_attached[pname] = true
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minetest.after(0.2, function()
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default.player_set_animation(clicker, "sit" , 30)
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end)
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if self.is_boat then
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self.object:setyaw(clicker:get_look_yaw() - math.pi/2)
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else
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self.object:setyaw(clicker:get_look_yaw())
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end
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return clicker
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end
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local function DetachPlayer(self, clicker, is_driver)
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local pname = clicker:get_player_name()
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clicker:set_detach()
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default.player_attached[pname] = false
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default.player_set_animation(clicker, "stand" , 30)
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if not is_driver then
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clicker:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
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end
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return nil
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end
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function vehicle_mash:register_vehicle(name, def)
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minetest.register_entity(name, {
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collisionbox = def.collisionbox,
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is_boat = def.is_boat,
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player_rotation = def.player_rotation,
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driver_attach_at = def.driver_attach_at,
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driver_eye_offset = def.driver_eye_offset,
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driver_detach_pos_offset = def.driver_detach_pos_offset,
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number_of_passengers = def.number_of_passengers,
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passenger_attach_at = def.passenger_attach_at,
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passenger_eye_offset = def.passenger_eye_offset,
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passenger_detach_pos_offset = def.passenger_detach_pos_offset,
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visual = def.visual,
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mesh = def.mesh,
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textures = def.textures,
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tiles = def.tiles,
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visual_size = def.visual_size,
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stepheight = def.stepheight,
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max_spd_f = def.max_speed_forward,
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max_spd_r = def.max_speed_reverse,
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accel = def.accel,
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braking = def.braking,
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turn_spd = def.turn_speed,
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drop_on_destroy = def.drop_on_destroy,
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driver = nil,
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passenge = nil,
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v = 0,
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v2 = 0,
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mouselook = 1,
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physical = true,
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removed = false,
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on_rightclick = function(self, clicker)
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if not clicker or not clicker:is_player() then
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return
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end
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-- owner set to the player?
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if not self.owner or self.owner == "" then
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self.owner = clicker:get_player_name()
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end
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-- if there is already a driver
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if self.driver then
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-- if clicker is driver detach passenger and driver
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if clicker == self.driver then
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-- if passenger detach first
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if self.passenger then
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self.passenger = DetachPlayer(self, self.passenger, false)
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end
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-- detach driver
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self.driver = DetachPlayer(self, clicker, true)
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-- if clicker is not the driver
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else
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-- if clicker is pasenger
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if clicker == self.passenger then
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-- detach passenger
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self.passenger = DetachPlayer(self, clicker, false)
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-- if clicker is not passenger
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else
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-- attach passenger if possible
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if not self.passenger and self.number_of_passengers > 0 then
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self.passenger = AttachPlayer(self, clicker, false)
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end
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end
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end
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-- if there is no driver
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else
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-- attach driver
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if self.owner == clicker:get_player_name() then
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self.driver = AttachPlayer(self, clicker, true)
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end
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end
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end,
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on_activate = function(self, staticdata, dtime_s)
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self.object:set_armor_groups({immortal = 1})
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local tmp = minetest.deserialize(staticdata)
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if tmp then
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for _,stat in pairs(tmp) do
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self[_] = stat
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end
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end
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self.v2 = self.v
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end,
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get_staticdata = function(self)
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return core.serialize({
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v = self.v,
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owner = self.owner,
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})
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end,
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on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
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if not puncher or not puncher:is_player() or self.removed or self.driver then
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return
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end
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if self.owner == puncher:get_player_name()
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or minetest.get_player_privs(puncher:get_player_name(), {basic_privs=true}) then
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self.removed = true
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-- delay remove to ensure player is detached
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minetest.after(0.1, function()
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self.object:remove()
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end)
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puncher:get_inventory():add_item("main", self.name)
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end
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end,
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on_step = function(self, dtime)
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-- Acelerating, braking, and rotating
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self.v = get_v(self.object:getvelocity()) * get_sign(self.v)
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if self.driver then
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local ctrl = self.driver:get_player_control()
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if ctrl.up then
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if get_sign(self.v) >= 0 then
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self.v = self.v + self.accel / 10
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else
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self.v = self.v + self.braking / 10
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end
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end
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if ctrl.down then
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if get_sign(self.v) < 0 then
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self.v = self.v - self.accel / 10
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else
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self.v = self.v - self.braking / 10
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end
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end
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if ctrl.left then
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self.object:setyaw(self.object:getyaw()+get_sign(self.v)*math.rad(1+dtime)*self.turn_spd)
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end
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if ctrl.right then
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self.object:setyaw(self.object:getyaw()-get_sign(self.v)*math.rad(1+dtime)*self.turn_spd)
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end
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if ctrl.jump then
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self.mouselook = -self.mouselook
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end
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if self.mouselook == -1 then
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self.driver:set_look_yaw(self.object:getyaw()-math.pi/2)
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end
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end
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local velo = self.object:getvelocity()
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if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
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self.object:setpos(self.object:getpos())
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return
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end
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-- Stop damn car!
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local s = get_sign(self.v)
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self.v = self.v - 0.03 * s
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if s ~= get_sign(self.v) then
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self.object:setvelocity({x=0, y=0, z=0})
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self.v = 0
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return
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end
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-- Speed limit forward and reverse
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local max_spd = self.max_spd_r
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if get_sign(self.v) >= 0 then
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max_spd = self.max_spd_f
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end
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if math.abs(self.v) > max_spd then
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self.v = self.v - get_sign(self.v)
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end
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-- Set position, velocity and acceleration
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local p = self.object:getpos()
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local new_velo = {x = 0, y = 0, z = 0}
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local new_acce = {x = 0, y = 0, z = 0}
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if self.is_boat then
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p.y = p.y - 0.5
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if not is_water(p) then
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local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
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if (not nodedef) or nodedef.walkable then
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self.v = 0
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new_acce = {x = 0, y = 1, z = 0}
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else
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new_acce = {x = 0, y = -9.8, z = 0}
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end
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new_velo = get_velocity_b(self.v, self.object:getyaw(), self.object:getvelocity().y)
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self.object:setpos(self.object:getpos())
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else
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p.y = p.y + 1
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if is_water(p) then
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local y = self.object:getvelocity().y
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if y >= 4.5 then
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y = 4.5
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elseif y < 0 then
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new_acce = {x = 0, y = 20, z = 0}
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else
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new_acce = {x = 0, y = 5, z = 0}
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end
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new_velo = get_velocity_b(self.v, self.object:getyaw(), y)
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self.object:setpos(self.object:getpos())
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else
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new_acce = {x = 0, y = 0, z = 0}
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if math.abs(self.object:getvelocity().y) < 1 then
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local pos = self.object:getpos()
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pos.y = math.floor(pos.y) + 0.5
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self.object:setpos(pos)
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new_velo = get_velocity_b(self.v, self.object:getyaw(), 0)
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else
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new_velo = get_velocity_b(self.v, self.object:getyaw(), self.object:getvelocity().y)
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self.object:setpos(self.object:getpos())
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end
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end
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end
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else
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self.object:setpos({x=p.x, y=p.y, z=p.z})
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new_velo = get_velocity_a(self.v, self.object:getyaw(), self.object:getvelocity().y)
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new_acce = {x=0, y=-9.81, z=0}
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end
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self.object:setvelocity(new_velo)
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self.object:setacceleration(new_acce)
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if self.is_boat then
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-- if boat comes to sudden stop then it has crashed, destroy boat and drop 3x wood
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if self.v2 - self.v >= 3 then
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if self.driver then
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self.driver = DetachPlayer(self, self.driver, true)
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end
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local pos = self.object:getpos()
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self.object:remove()
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minetest.add_item(pos, self.drop_on_destroy)
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end
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self.v2 = self.v
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end
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end
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})
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local onplace_position_adj = def.onplace_position_adj
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minetest.register_craftitem(name, {
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description = def.description,
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inventory_image = def.inventory_image,
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wield_image = def.wield_image,
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wield_scale = def.wield_scale,
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liquids_pointable = def.is_boat,
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on_place = function(itemstack, placer, pointed_thing)
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if pointed_thing.type ~= "node" then
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return
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end
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if def.is_boat then
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if is_water(pointed_thing.under) then
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pointed_thing.under.y = pointed_thing.under.y + 0.5
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minetest.add_entity(pointed_thing.under, name)
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else
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return
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end
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else
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pointed_thing.above.y = pointed_thing.above.y + onplace_position_adj
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minetest.env:add_entity(pointed_thing.above, name)
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end
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itemstack:take_item()
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return itemstack
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end
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})
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-- minetest.register_craft({
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-- output = name,
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-- recipe = def.recipe
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-- })
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end
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