vehicle_mash/api.lua
2015-05-01 00:34:04 -04:00

253 lines
7.1 KiB
Lua

vehicle_mash = {}
local function get_sign(i)
if i == 0 then
return 0
else
return i / math.abs(i)
end
end
local function get_velocity_a(v, yaw, y)
local x = math.cos(yaw) * v
local z = math.sin(yaw) * v
return {x=x, y=y, z=z}
end
local function get_velocity_b(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)
return math.sqrt(v.x^2 + v.z^2)
end
local function is_water(pos)
local nn = minetest.get_node(pos).name
return minetest.get_item_group(nn, "water") ~= 0
end
function vehicle_mash:register_car(name, def)
minetest.register_entity(name, {
textures = def.textures,
name = name,
physical = true,
collisionbox = def.collisionbox,
visual = def.visual,
visual_size = def.visual_size,
mesh = def.mesh,
stepheight = def.stepheight,
driver = nil,
v = 0,
v2 = 0,
mouselook = 1,
max_spd_f = def.max_speed_forward,
max_spd_r = def.max_speed_reverse,
accel = def.accel,
braking = def.braking,
turn_spd = def.turn_speed,
on_rightclick = function(self, clicker)
if not clicker or not clicker:is_player() then
return
end
local pname = clicker:get_player_name()
if self.driver and clicker == self.driver then
self.driver = nil
clicker:set_detach()
default.player_attached[pname] = false
default.player_set_animation(clicker, "stand" , 30)
elseif not self.driver then
self.driver = clicker
clicker:set_attach(self.object, "", {x=0,y=5,z=0}, {x=0,y=0,z=0})
default.player_attached[pname] = true
minetest.after(0.2, function()
default.player_set_animation(clicker, "sit" , 30)
end)
if def.is_boat then
self.object:setyaw(clicker:get_look_yaw() - math.pi/2)
else
self.object:setyaw(clicker:get_look_yaw())
end
end
end,
on_activate = function(self, staticdata, dtime_s)
self.object:set_armor_groups({immortal = 1})
if staticdata then
self.v = tonumber(staticdata)
end
self.v2 = self.v
end,
get_staticdata = function(self)
return tostring(self.v)
end,
on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, direction)
if not puncher or not puncher:is_player() or self.removed then
return
end
if self.driver and puncher == self.driver then
self.driver = nil
puncher:set_detach()
default.player_attached[puncher:get_player_name()] = false
end
if not self.driver then
self.removed = true
-- delay remove to ensure player is detached
minetest.after(0.1, function()
self.object:remove()
end)
if not minetest.setting_getbool("creative_mode") then
puncher:get_inventory():add_item("main", self.name)
end
end
end,
on_step = function(self, dtime)
-- Acelerating, braking, and rotating
self.v = get_v(self.object:getvelocity()) * get_sign(self.v)
if self.driver then
local ctrl = self.driver:get_player_control()
if ctrl.up then
if get_sign(self.v) >= 0 then
self.v = self.v + self.accel / 10
else
self.v = self.v + self.braking / 10
end
end
if ctrl.down then
if get_sign(self.v) < 0 then
self.v = self.v - self.accel / 10
else
self.v = self.v - self.braking / 10
end
end
if ctrl.left then
self.object:setyaw(self.object:getyaw()+get_sign(self.v)*math.rad(1+dtime)*self.turn_spd)
end
if ctrl.right then
self.object:setyaw(self.object:getyaw()-get_sign(self.v)*math.rad(1+dtime)*self.turn_spd)
end
if ctrl.jump then
self.mouselook = -self.mouselook
end
if self.mouselook == -1 then
self.driver:set_look_yaw(self.object:getyaw()-math.pi/2)
end
end
local velo = self.object:getvelocity()
if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
self.object:setpos(self.object:getpos())
return
end
-- Stop damn car!
local s = get_sign(self.v)
self.v = self.v - 0.03 * s
if s ~= get_sign(self.v) then
self.object:setvelocity({x=0, y=0, z=0})
self.v = 0
return
end
-- Speed limit forward and reverse
local max_spd = self.max_spd_r
if get_sign(self.v) >= 0 then
max_spd = self.max_spd_f
end
if math.abs(self.v) > max_spd then
self.v = self.v - get_sign(self.v)
end
-- Set position, velocity and acceleration
local p = self.object:getpos()
local new_velo = {x = 0, y = 0, z = 0}
local new_acce = {x = 0, y = 0, z = 0}
if def.is_boat then
p.y = p.y - 0.5
if not is_water(p) then
local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
if (not nodedef) or nodedef.walkable then
self.v = 0
new_acce = {x = 0, y = 1, z = 0}
else
new_acce = {x = 0, y = -9.8, z = 0}
end
new_velo = get_velocity_b(self.v, self.object:getyaw(), self.object:getvelocity().y)
self.object:setpos(self.object:getpos())
else
p.y = p.y + 1
if is_water(p) then
local y = self.object:getvelocity().y
if y >= 4.5 then
y = 4.5
elseif y < 0 then
new_acce = {x = 0, y = 20, z = 0}
else
new_acce = {x = 0, y = 5, z = 0}
end
new_velo = get_velocity_b(self.v, self.object:getyaw(), y)
self.object:setpos(self.object:getpos())
else
new_acce = {x = 0, y = 0, z = 0}
if math.abs(self.object:getvelocity().y) < 1 then
local pos = self.object:getpos()
pos.y = math.floor(pos.y) + 0.5
self.object:setpos(pos)
new_velo = get_velocity_b(self.v, self.object:getyaw(), 0)
else
new_velo = get_velocity_b(self.v, self.object:getyaw(), self.object:getvelocity().y)
self.object:setpos(self.object:getpos())
end
end
end
else
self.object:setpos({x=p.x, y=p.y, z=p.z})
new_velo = get_velocity_a(self.v, self.object:getyaw(), self.object:getvelocity().y)
new_acce = {x=0, y=-9.81, z=0}
end
self.object:setvelocity(new_velo)
self.object:setacceleration(new_acce)
if def.is_boat then
-- if boat comes to sudden stop then it has crashed, destroy boat and drop 3x wood
if self.v2 - self.v >= 3 then
if self.driver then
local name = self.driver:get_player_name()
self.driver:set_detach()
default.player_attached[name] = false
default.player_set_animation(self.driver, "stand" , 30)
end
local pos = self.object:getpos()
self.object:remove()
minetest.add_item(pos, def.drop_on_destroy)
end
self.v2 = self.v
end
end,
})
minetest.register_craftitem(name, {
description = def.description,
inventory_image = def.inventory_image,
wield_image = def.wield_image,
wield_scale = def.wield_scale,
liquids_pointable = def.is_boat,
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return
end
if liquids_pointable then
if not is_water(pointed_thing.under) then
return
end
pointed_thing.under.y = pointed_thing.under.y + 0.5
minetest.add_entity(pointed_thing.under, name)
else
minetest.env:add_entity(pointed_thing.above, name)
end
itemstack:take_item()
return itemstack
end,
})
-- minetest.register_craft({
-- output = name,
-- recipe = def.recipe,
-- })
end