325 lines
8.3 KiB
Lua
325 lines
8.3 KiB
Lua
-- mesecar 0.3.3 by paramat
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-- For latest stable Minetest and back to 0.4.10
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-- Depends default
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-- Licenses: code WTFPL, textures CC-BY-SA
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-- narrow collision box for diagonal movement
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-- 2 cars with different textures: skycar, oerkka
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local ACDC = 0.2 -- Acceleration / decelleration
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local MAXSP = 12 -- Maximum speed
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local TURNSP = 0.03 -- Maximum turn speed
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local STEPH = 0.6 -- Stepheight, 0.6 = climb slabs, 1.1 = climb nodes
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local XSCAL = 1.5
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local YSCAL = 1.5
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-- Functions
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local function is_ground(pos)
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return minetest.registered_nodes[minetest.get_node(pos).name].walkable
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end
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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(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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-- Car entity
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local car = {
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physical = true,
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collide_with_objects = true,
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collisionbox = {-0.53, -0.75, -0.53, 0.53, 0.75, 0.53},
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visual = "cube",
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visual_size = {x=XSCAL, y=YSCAL},
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textures = { -- top base rightside leftside front back
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"mesecar_cartop.png",
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"mesecar_carbase.png",
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"mesecar_carrightside.png",
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"mesecar_carleftside.png",
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"mesecar_carfront.png",
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"mesecar_carback.png",
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},
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stepheight = STEPH,
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driver = nil,
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v = 0,
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last_v = 0,
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removed = false,
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}
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function car:on_rightclick(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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local name = clicker:get_player_name()
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if self.driver and clicker == self.driver then
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self.driver = nil
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clicker:set_detach()
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default.player_attached[name] = false
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default.player_set_animation(clicker, "stand" , 30)
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elseif not self.driver then
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self.driver = clicker
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clicker:set_attach(self.object, "", {x = 0, y = 3, z = -2}, {x = 0, y = 0, z = 0})
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default.player_attached[name] = 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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self.object:setyaw(clicker:get_look_yaw() - math.pi / 2)
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end
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end
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function car.on_activate(self, staticdata, dtime_s)
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self.object:set_armor_groups({immortal = 1})
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if staticdata then
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self.v = tonumber(staticdata)
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end
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self.last_v = self.v
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end
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function car.get_staticdata(self)
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return tostring(self.v)
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end
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function car.on_punch(self, puncher, time_from_last_punch, tool_capabilities, direction)
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if self.driver then
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self.driver:set_detach()
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local name = self.driver:get_player_name()
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default.player_attached[name] = false
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default.player_set_animation(self.driver, "stand" , 30)
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self.driver = nil
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end
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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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if puncher and puncher:is_player() and not minetest.setting_getbool("creative_mode") then
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puncher:get_inventory():add_item("main", "mesecar:mesecar")
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end
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end
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function car:on_step(dtime)
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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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self.v = self.v + ACDC
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elseif ctrl.down then
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self.v = self.v - ACDC
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end
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end
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if self.v == 0 and self.object:getvelocity().y == 0 then
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return
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end
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local absv = math.abs(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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local turn
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local maxturn = (1 + dtime * 2) * TURNSP
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if absv < 4 then
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turn = maxturn * absv / 4
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else
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turn = maxturn * (1 - (absv - 4) / 16)
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end
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if ctrl.left then
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self.object:setyaw(self.object:getyaw() + turn)
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elseif ctrl.right then
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self.object:setyaw(self.object:getyaw() - turn)
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end
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end
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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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if absv > MAXSP then
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self.v = MAXSP * get_sign(self.v)
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end
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self.object:setacceleration({x=0, y=-9.81, z=0})
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self.object:setvelocity(get_velocity(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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-- Car entity 2
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local car2 = {
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physical = true,
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collide_with_objects = true,
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collisionbox = {-0.53, -0.75, -0.53, 0.53, 0.75, 0.53},
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visual = "cube",
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visual_size = {x=XSCAL, y=YSCAL},
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textures = { -- top base rightside leftside front back
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"mesecar_car2top.png",
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"mesecar_carbase.png",
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"mesecar_car2rightside.png",
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"mesecar_car2leftside.png",
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"mesecar_car2front.png",
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"mesecar_car2back.png",
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},
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stepheight = STEPH,
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driver = nil,
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v = 0,
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last_v = 0,
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removed = false,
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}
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function car2:on_rightclick(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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local name = clicker:get_player_name()
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if self.driver and clicker == self.driver then
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self.driver = nil
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clicker:set_detach()
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default.player_attached[name] = false
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default.player_set_animation(clicker, "stand" , 30)
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elseif not self.driver then
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self.driver = clicker
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clicker:set_attach(self.object, "", {x = 0, y = 3, z = -2}, {x = 0, y = 0, z = 0})
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default.player_attached[name] = 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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self.object:setyaw(clicker:get_look_yaw() - math.pi / 2)
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end
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end
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function car2.on_activate(self, staticdata, dtime_s)
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self.object:set_armor_groups({immortal = 1})
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if staticdata then
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self.v = tonumber(staticdata)
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end
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self.last_v = self.v
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end
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function car2.get_staticdata(self)
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return tostring(self.v)
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end
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function car2.on_punch(self, puncher, time_from_last_punch, tool_capabilities, direction)
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if self.driver then
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self.driver:set_detach()
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local name = self.driver:get_player_name()
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default.player_attached[name] = false
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default.player_set_animation(self.driver, "stand" , 30)
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self.driver = nil
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end
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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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if puncher and puncher:is_player() and not minetest.setting_getbool("creative_mode") then
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puncher:get_inventory():add_item("main", "mesecar:mesecar2")
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end
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end
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function car2:on_step(dtime)
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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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self.v = self.v + ACDC
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elseif ctrl.down then
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self.v = self.v - ACDC
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end
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end
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if self.v == 0 and self.object:getvelocity().y == 0 then
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return
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end
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local absv = math.abs(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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local turn
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local maxturn = (1 + dtime * 2) * TURNSP
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if absv < 4 then
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turn = maxturn * absv / 4
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else
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turn = maxturn * (1 - (absv - 4) / 16)
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end
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if ctrl.left then
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self.object:setyaw(self.object:getyaw() + turn)
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elseif ctrl.right then
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self.object:setyaw(self.object:getyaw() - turn)
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end
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end
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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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if absv > MAXSP then
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self.v = MAXSP * get_sign(self.v)
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end
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self.object:setacceleration({x=0, y=-9.81, z=0})
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self.object:setvelocity(get_velocity(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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-- Register entities
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minetest.register_entity("mesecar:mesecar", car)
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minetest.register_entity("mesecar:mesecar2", car2)
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-- Items
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minetest.register_craftitem("mesecar:mesecar", {
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description = "Mese Car",
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inventory_image = "mesecar_carfront.png",
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wield_image = "mesecar_carfront.png",
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wield_scale = {x=2, y=2, z=2},
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liquids_pointable = true,
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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 not is_ground(pointed_thing.under) then
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return
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end
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pointed_thing.under.y = pointed_thing.under.y + 1.25
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minetest.add_entity(pointed_thing.under, "mesecar:mesecar")
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if not minetest.setting_getbool("creative_mode") then
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itemstack:take_item()
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end
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return itemstack
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end,
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})
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minetest.register_craftitem("mesecar:mesecar2", {
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description = "Mese Car 2",
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inventory_image = "mesecar_carfront.png",
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wield_image = "mesecar_carfront.png",
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wield_scale = {x=2, y=2, z=2},
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liquids_pointable = true,
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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 not is_ground(pointed_thing.under) then
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return
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end
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pointed_thing.under.y = pointed_thing.under.y + 1.25
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minetest.add_entity(pointed_thing.under, "mesecar:mesecar2")
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if not minetest.setting_getbool("creative_mode") then
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itemstack:take_item()
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end
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return itemstack
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end,
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})
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