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driftcar 0.1.13 by paramat
For Minetest 0.4.16 and later. Compatible with Minetest 5.0.0-dev.
Depends: default
Licenses
--------
Source code: MIT
Media (textures and car nodebox): CC BY-SA 3.0
Description
-----------
A vehicle using some physics modelling for more realistic behaviour.
Usage
-----
Due to client->server->client control delay this mod is best used in
singleplayer or in local multiplayer.
Intensive mods that cause long server lags, such as Lua mapgen mods, will affect
the responsiveness of the vehicle, even in singleplayer.
There is no crafting recipe, the vehicle can be found in the creative inventory.
Third-person camera mode is recommended when driving for a better view.
If parameter 'AVIEW' in the 'init.lua' file is set to 'true', view is
automatically set to vehicle velocity direction.
Controls
--------
Right mouse button = Enter or exit car when pointing at car.
Forward = Speed up.
Slow down when moving backwards.
Backward = Slow down.
Speed up when moving backwards.
Left = Rotate anticlockwise.
Right = Rotate clockwise.

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default

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-- Parameters
local AVIEW = false -- Autorotate view to velocity direction
local GRIP = 6 -- Maximum linear and lateral acceleration, in nodes/s^2
local SZTORQ = 16 -- Car speed where motor torque drops to zero, in nodes/s
local DRAG = 0.03 -- Air drag
local ROLRES = 0.3 -- Rolling resistence
local GRAV = 9.81 -- Acceleration of gravity, in nodes/s^2
-- Turn parameters, in radians/s or radians/s^2
local TINIT = 0.36 -- Initial turn speed on first control input
local TACC = 0.12 -- Turn acceleration on control input
local TMAX = 2.4 -- Maximum turn speed
local TDEC = 0.24 -- Turn deceleration on no control input
-- End of parameters
-- Constants
local sztorqmf = SZTORQ - 4
-- Functions
local function get_sign(n)
if n == 0 then
return 0
else
return n / math.abs(n)
end
end
local function get_vecmag(vec)
return math.sqrt(vec.x ^ 2 + vec.z ^ 2)
end
local function get_theta(vec) -- returns 0 to PI * 2
if vec.z == 0 then
return 0
end
if vec.z < 0 then
return math.atan(-vec.x / vec.z) + math.pi
end
if vec.x > 0 then
return math.atan(-vec.x / vec.z) + math.pi * 2
end
return math.atan(-vec.x / vec.z)
end
local function get_veccomp(vecmag, theta, y)
local x = -math.sin(theta) * vecmag
local z = math.cos(theta) * vecmag
return {x = x, y = y, z = z}
end
local function wrap_yaw(yaw) -- wrap to 0 to PI * 2
local fmod = math.fmod(yaw, math.pi * 2)
if fmod < 0 then
return fmod + math.pi * 2
end
return fmod
end
local function angbet(theta1, theta2) -- theta1 relative to theta2, -PI to PI
local ang = theta1 - theta2
if ang < -math.pi then
return ang + math.pi * 2
end
if ang > math.pi then
return ang - math.pi * 2
end
return ang
end
local function add_smoke_particle(pos, player_name)
minetest.add_particle({
pos = pos,
velocity = {x = 0, y = 0, z = 0},
acceleration = {x = 0, y = 0, z = 0},
expirationtime = 0.25,
size = 2.8,
collisiondetection = false,
collision_removal = false,
vertical = false,
texture = "driftcar_smoke.png",
playername = player_name,
})
end
-- Entity
local car = {
initial_properties = {
physical = true,
collide_with_objects = false, -- Fixes a MT 0.4.16 engine bug
collisionbox = {-0.53, -0.75, -0.53, 0.53, 0.75, 0.53},
visual = "wielditem",
visual_size = {x = 1.0, y = 1.0}, -- Scale up of nodebox is these * 1.5
--textures = {"driftcar:blue_nodebox"},
textures = {"driftcar:purple_nodebox"},
stepheight = 0.6,
},
-- Custom fields
driver = nil,
removed = false,
rot = 0,
}
function car.on_rightclick(self, 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
-- Detach
self.driver = nil
clicker:set_detach()
default.player_attached[name] = false
default.player_set_animation(clicker, "stand" , 30)
local pos = clicker:getpos()
minetest.after(0.1, function()
clicker:setpos(pos)
end)
elseif not self.driver then
-- Attach
local attach = clicker:get_attach()
if attach and attach:get_luaentity() then
local luaentity = attach:get_luaentity()
if luaentity.driver then
luaentity.driver = nil
end
clicker:set_detach()
end
self.driver = name
clicker:set_attach(self.object, "",
{x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
default.player_attached[name] = true
minetest.after(0.2, function()
default.player_set_animation(clicker, "sit" , 30)
end)
clicker:set_look_horizontal(self.object:getyaw())
end
end
function car.on_activate(self, staticdata, dtime_s)
self.object:set_armor_groups({immortal = 1})
end
function car.on_punch(self, 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
-- Detach
self.driver = nil
puncher:set_detach()
default.player_attached[name] = false
end
if not self.driver then
-- Move to inventory
self.removed = true
local inv = puncher:get_inventory()
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(name))
or not inv:contains_item("main", "driftcar:driftcar") then
local leftover = inv:add_item("main", "driftcar:driftcar")
if not leftover:is_empty() then
minetest.add_item(self.object:getpos(), leftover)
end
end
minetest.after(0.1, function()
self.object:remove()
end)
end
end
function car.on_step(self, dtime)
local vel = self.object:getvelocity()
local velmag = get_vecmag(vel)
-- Early return for near-stationary vehicle with no driver
if not self.driver and velmag < 0.01 and vel.y == 0 then
self.object:setpos(self.object:getpos())
self.object:setvelocity({x = 0, y = 0, z = 0})
self.object:setacceleration({x = 0, y = 0, z = 0})
return
end
-- Angle of yaw relative to velocity, -PI to PI
local yawrtvel = angbet(
wrap_yaw(self.object:getyaw()),
get_theta(vel)
)
-- Velocity component linear to car
local linvel = math.cos(yawrtvel) * velmag
-- Touch ground bool
local under_pos = self.object:getpos()
under_pos.y = under_pos.y - 1.4
local node_under = minetest.get_node(under_pos)
local nodedef_under = minetest.registered_nodes[node_under.name]
local touch = nodedef_under.walkable
-- Torque acceleration applied linear to car
local taccmag = 0
-- Controls
if self.driver and touch then
local driver_objref = minetest.get_player_by_name(self.driver)
if driver_objref then
local ctrl = driver_objref:get_player_control()
if ctrl.up or ctrl.down then
-- Torque multiplier applied above 4nps to replicate reduction of
-- motor torque with rotation speed.
local torm = 1
local abslinvel = math.abs(linvel)
if abslinvel > 4 then
torm = (SZTORQ - abslinvel) / sztorqmf
end
if ctrl.up then
taccmag = GRIP * torm
elseif ctrl.down then
taccmag = -GRIP * torm
end
end
else
-- Player left server while driving
-- In MT 5.0.0 use 'airboat:on_detach_child()' to do this
self.driver = nil
minetest.log("warning", "[driftcar] Driver left server while" ..
" driving. This may cause some 'Pushing ObjectRef to" ..
" removed/deactivated object' warnings.")
end
end
-- Early return for near-stationary vehicle with driver
if taccmag == 0 and velmag < 0.01 and vel.y == 0 then
self.object:setpos(self.object:getpos())
self.object:setvelocity({x = 0, y = 0, z = 0})
self.object:setacceleration({x = 0, y = 0, z = 0})
return
end
-- Allows fast reduction of turn when no turn control
local noturnctrl = true
if self.driver and touch then
local driver_objref = minetest.get_player_by_name(self.driver)
if driver_objref then
local ctrl = driver_objref:get_player_control()
if ctrl.left then
if self.rot == 0 then
self.rot = TINIT
else
self.rot = self.rot + TACC
end
noturnctrl = false
elseif ctrl.right then
if self.rot == 0 then
self.rot = -TINIT
else
self.rot = self.rot - TACC
end
noturnctrl = false
end
if AVIEW then
driver_objref:set_look_horizontal(get_theta(vel))
end
else
-- Player left server while driving
-- In MT 5.0.0 use 'airboat:on_detach_child()' to do this
self.driver = nil
end
end
-- If no turn control adjust turn towards zero
local sr = get_sign(self.rot)
if noturnctrl and touch then
self.rot = self.rot - TDEC * sr
if sr ~= get_sign(self.rot) then
self.rot = 0
end
end
-- Limit turn
if math.abs(self.rot) > TMAX then
self.rot = TMAX * get_sign(self.rot)
end
-- Acceleration caused by 4 Forces
-- 1. Drag is proportional to velocity, assuming laminar flow
local dragacc = vector.multiply(vel, -DRAG)
-- 2. Rolling resistence is constant
local rraccmag = 0
if touch then
if linvel > 0 then
rraccmag = -ROLRES
elseif linvel < 0 then
rraccmag = ROLRES
end
end
--local rracc = get_veccomp(rraccmag, self.object:getyaw(), 0)
-- 3. Wheel torque acceleration
--local tacc = get_veccomp(taccmag, self.object:getyaw(), 0)
-- Combine taccmag and rraccmag since same direction
local trracc = get_veccomp(taccmag + rraccmag, self.object:getyaw(), 0)
-- 4. Tire lateral friction
-- Velocity component lateral to car
local tlfacc = {x = 0, y = 0, z = 0}
if touch then
local latvel = math.sin(yawrtvel) * velmag
local tlfaccmag = math.min(math.max(latvel * 32, -GRIP), GRIP)
tlfacc = get_veccomp(tlfaccmag, self.object:getyaw() + math.pi / 2, 0)
-- Tire smoke
if self.driver and math.random() < -0.05 + math.abs(latvel) / 30 then
local opos = self.object:getpos()
opos.y = opos.y - 0.5
local yaw = self.object:getyaw()
local yaw1 = yaw + math.pi * 0.25
local yaw2 = yaw + math.pi * 0.75
local srcomp1x = -math.sin(yaw1)
local srcomp1z = math.cos(yaw1)
local srcomp2x = -math.sin(yaw2)
local srcomp2z = math.cos(yaw2)
add_smoke_particle({
x = opos.x + srcomp1x,
y = opos.y,
z = opos.z + srcomp1z
}, self.driver)
add_smoke_particle({
x = opos.x - srcomp1x,
y = opos.y,
z = opos.z - srcomp1z
}, self.driver)
add_smoke_particle({
x = opos.x + srcomp2x,
y = opos.y,
z = opos.z + srcomp2z
}, self.driver)
add_smoke_particle({
x = opos.x - srcomp2x,
y = opos.y,
z = opos.z - srcomp2z
}, self.driver)
end
end
local new_acc = {
x = trracc.x + dragacc.x + tlfacc.x,
y = trracc.y + dragacc.y + tlfacc.y - GRAV,
z = trracc.z + dragacc.z + tlfacc.z,
}
-- Turn multiplier
local turm = 1
-- Reduce turn below 4nps
if velmag < 4 then
turm = velmag / 4
end
-- Limit dtime to avoid too much turn
dtime = math.min(dtime, 0.2)
self.object:setpos(self.object:getpos())
self.object:setvelocity(self.object:getvelocity())
self.object:setacceleration(new_acc)
self.object:setyaw(wrap_yaw(self.object:getyaw() + self.rot * dtime * turm))
end
-- Register entity
minetest.register_entity("driftcar:driftcar", car)
-- Craftitem
minetest.register_craftitem("driftcar:driftcar", {
description = "Drift Car",
--inventory_image = "driftcar_blue_front.png",
inventory_image = "driftcar_purple_front.png",
--wield_image = "driftcar_blue_front.png",
wield_image = "driftcar_purple_front.png",
wield_scale = {x = 2, y = 2, z = 2},
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local node = minetest.get_node(under)
local udef = minetest.registered_nodes[node.name]
-- Run any on_rightclick function of pointed node instead
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 + 1.25
local car = minetest.add_entity(pointed_thing.under,
"driftcar:driftcar")
if car then
if placer then
car:setyaw(placer:get_look_horizontal())
end
local player_name = placer and placer:get_player_name() or ""
if not (creative and creative.is_enabled_for and
creative.is_enabled_for(player_name)) then
itemstack:take_item()
end
end
return itemstack
end,
})
-- Nodebox
minetest.register_node("driftcar:blue_nodebox", {
description = "Drift Car Blue Nodebox",
tiles = { -- Top, base, right, left, front, back
"driftcar_blue_top.png",
"driftcar_blue_base.png",
"driftcar_blue_right.png",
"driftcar_blue_left.png",
"driftcar_blue_front.png",
"driftcar_blue_back.png",
},
paramtype = "light",
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = { -- Widmin, heimin, lenmin, widmax, heimax, lenmax
{-0.5, 0.125, -0.5, 0.5, 0.5, 0.4375}, -- Upper
{-0.5, -0.375, -0.5, 0.5, 0.125, 0.5}, -- Lower
{-0.5, -0.5, -0.5, -0.3125, -0.375, -0.1875}, -- Wheels
{0.3125, -0.5, -0.5, 0.5, -0.375, -0.1875},
{-0.5, -0.5, 0.1875, -0.3125, -0.375, 0.5},
{0.3125, -0.5, 0.1875, 0.5, -0.375, 0.5},
},
},
groups = {not_in_creative_inventory = 1},
})
minetest.register_node("driftcar:purple_nodebox", {
description = "Drift Car Purple Nodebox",
tiles = { -- Top, base, right, left, front, back
"driftcar_purple_top.png",
"driftcar_purple_base.png",
"driftcar_purple_right.png",
"driftcar_purple_left.png",
"driftcar_purple_front.png",
"driftcar_purple_back.png",
},
paramtype = "light",
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = { -- Widmin, heimin, lenmin, widmax, heimax, lenmax
{-0.5, 0.125, -0.5, 0.5, 0.5, 0.4375}, -- Upper
{-0.5, -0.375, -0.5, 0.5, 0.125, 0.5}, -- Lower
{-0.5, -0.5, -0.5, -0.3125, -0.375, -0.1875}, -- Wheels
{0.3125, -0.5, -0.5, 0.5, -0.375, -0.1875},
{-0.5, -0.5, 0.1875, -0.3125, -0.375, 0.5},
{0.3125, -0.5, 0.1875, 0.5, -0.375, 0.5},
},
},
groups = {not_in_creative_inventory = 1},
})

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License of source code
----------------------
The MIT License (MIT)
Copyright (C) 2018 paramat
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or
substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
For more details:
https://opensource.org/licenses/MIT
License of media (textures)
---------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2018 paramat
You are free to:
Share — copy and redistribute the material in any medium or format
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/

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