mesecar-cd2025/init.lua
2014-09-20 08:03:54 +01:00

325 lines
8.3 KiB
Lua

-- mesecar 0.3.3 by paramat
-- For latest stable Minetest and back to 0.4.10
-- Depends default
-- Licenses: code WTFPL, textures CC-BY-SA
-- narrow collision box for diagonal movement
-- 2 cars with different textures: skycar, oerkka
local ACDC = 0.2 -- Acceleration / decelleration
local MAXSP = 12 -- Maximum speed
local TURNSP = 0.03 -- Maximum turn speed
local STEPH = 0.6 -- Stepheight, 0.6 = climb slabs, 1.1 = climb nodes
local XSCAL = 1.5
local YSCAL = 1.5
-- Functions
local function is_ground(pos)
return minetest.registered_nodes[minetest.get_node(pos).name].walkable
end
local function get_sign(i)
if i == 0 then
return 0
else
return i / math.abs(i)
end
end
local function get_velocity(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
-- Car entity
local car = {
physical = true,
collide_with_objects = true,
collisionbox = {-0.53, -0.75, -0.53, 0.53, 0.75, 0.53},
visual = "cube",
visual_size = {x=XSCAL, y=YSCAL},
textures = { -- top base rightside leftside front back
"mesecar_cartop.png",
"mesecar_carbase.png",
"mesecar_carrightside.png",
"mesecar_carleftside.png",
"mesecar_carfront.png",
"mesecar_carback.png",
},
stepheight = STEPH,
driver = nil,
v = 0,
last_v = 0,
removed = false,
}
function car:on_rightclick(clicker)
if not clicker or not clicker:is_player() then
return
end
local name = clicker:get_player_name()
if self.driver and clicker == self.driver then
self.driver = nil
clicker:set_detach()
default.player_attached[name] = false
default.player_set_animation(clicker, "stand" , 30)
elseif not self.driver then
self.driver = clicker
clicker:set_attach(self.object, "", {x = 0, y = 3, z = -2}, {x = 0, y = 0, z = 0})
default.player_attached[name] = true
minetest.after(0.2, function()
default.player_set_animation(clicker, "sit" , 30)
end)
self.object:setyaw(clicker:get_look_yaw() - math.pi / 2)
end
end
function car.on_activate(self, 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 car.get_staticdata(self)
return tostring(self.v)
end
function car.on_punch(self, puncher, time_from_last_punch, tool_capabilities, direction)
if self.driver then
self.driver:set_detach()
local name = self.driver:get_player_name()
default.player_attached[name] = false
default.player_set_animation(self.driver, "stand" , 30)
self.driver = nil
end
-- delay remove to ensure player is detached
minetest.after(0.1, function()
self.object:remove()
end)
if puncher and puncher:is_player() and not minetest.setting_getbool("creative_mode") then
puncher:get_inventory():add_item("main", "mesecar:mesecar")
end
end
function car:on_step(dtime)
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
self.v = self.v + ACDC
elseif ctrl.down then
self.v = self.v - ACDC
end
end
if self.v == 0 and self.object:getvelocity().y == 0 then
return
end
local absv = math.abs(self.v)
if self.driver then
local ctrl = self.driver:get_player_control()
local turn
local maxturn = (1 + dtime * 2) * TURNSP
if absv < 4 then
turn = maxturn * absv / 4
else
turn = maxturn * (1 - (absv - 4) / 16)
end
if ctrl.left then
self.object:setyaw(self.object:getyaw() + turn)
elseif ctrl.right then
self.object:setyaw(self.object:getyaw() - turn)
end
end
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
if absv > MAXSP then
self.v = MAXSP * get_sign(self.v)
end
self.object:setacceleration({x=0, y=-9.81, z=0})
self.object:setvelocity(get_velocity(self.v, self.object:getyaw(), self.object:getvelocity().y))
self.object:setpos(self.object:getpos())
end
-- Car entity 2
local car2 = {
physical = true,
collide_with_objects = true,
collisionbox = {-0.53, -0.75, -0.53, 0.53, 0.75, 0.53},
visual = "cube",
visual_size = {x=XSCAL, y=YSCAL},
textures = { -- top base rightside leftside front back
"mesecar_car2top.png",
"mesecar_carbase.png",
"mesecar_car2rightside.png",
"mesecar_car2leftside.png",
"mesecar_car2front.png",
"mesecar_car2back.png",
},
stepheight = STEPH,
driver = nil,
v = 0,
last_v = 0,
removed = false,
}
function car2:on_rightclick(clicker)
if not clicker or not clicker:is_player() then
return
end
local name = clicker:get_player_name()
if self.driver and clicker == self.driver then
self.driver = nil
clicker:set_detach()
default.player_attached[name] = false
default.player_set_animation(clicker, "stand" , 30)
elseif not self.driver then
self.driver = clicker
clicker:set_attach(self.object, "", {x = 0, y = 3, z = -2}, {x = 0, y = 0, z = 0})
default.player_attached[name] = true
minetest.after(0.2, function()
default.player_set_animation(clicker, "sit" , 30)
end)
self.object:setyaw(clicker:get_look_yaw() - math.pi / 2)
end
end
function car2.on_activate(self, 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 car2.get_staticdata(self)
return tostring(self.v)
end
function car2.on_punch(self, puncher, time_from_last_punch, tool_capabilities, direction)
if self.driver then
self.driver:set_detach()
local name = self.driver:get_player_name()
default.player_attached[name] = false
default.player_set_animation(self.driver, "stand" , 30)
self.driver = nil
end
-- delay remove to ensure player is detached
minetest.after(0.1, function()
self.object:remove()
end)
if puncher and puncher:is_player() and not minetest.setting_getbool("creative_mode") then
puncher:get_inventory():add_item("main", "mesecar:mesecar2")
end
end
function car2:on_step(dtime)
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
self.v = self.v + ACDC
elseif ctrl.down then
self.v = self.v - ACDC
end
end
if self.v == 0 and self.object:getvelocity().y == 0 then
return
end
local absv = math.abs(self.v)
if self.driver then
local ctrl = self.driver:get_player_control()
local turn
local maxturn = (1 + dtime * 2) * TURNSP
if absv < 4 then
turn = maxturn * absv / 4
else
turn = maxturn * (1 - (absv - 4) / 16)
end
if ctrl.left then
self.object:setyaw(self.object:getyaw() + turn)
elseif ctrl.right then
self.object:setyaw(self.object:getyaw() - turn)
end
end
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
if absv > MAXSP then
self.v = MAXSP * get_sign(self.v)
end
self.object:setacceleration({x=0, y=-9.81, z=0})
self.object:setvelocity(get_velocity(self.v, self.object:getyaw(), self.object:getvelocity().y))
self.object:setpos(self.object:getpos())
end
-- Register entities
minetest.register_entity("mesecar:mesecar", car)
minetest.register_entity("mesecar:mesecar2", car2)
-- Items
minetest.register_craftitem("mesecar:mesecar", {
description = "Mese Car",
inventory_image = "mesecar_carfront.png",
wield_image = "mesecar_carfront.png",
wield_scale = {x=2, y=2, z=2},
liquids_pointable = true,
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return
end
if not is_ground(pointed_thing.under) then
return
end
pointed_thing.under.y = pointed_thing.under.y + 1.25
minetest.add_entity(pointed_thing.under, "mesecar:mesecar")
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
return itemstack
end,
})
minetest.register_craftitem("mesecar:mesecar2", {
description = "Mese Car 2",
inventory_image = "mesecar_carfront.png",
wield_image = "mesecar_carfront.png",
wield_scale = {x=2, y=2, z=2},
liquids_pointable = true,
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return
end
if not is_ground(pointed_thing.under) then
return
end
pointed_thing.under.y = pointed_thing.under.y + 1.25
minetest.add_entity(pointed_thing.under, "mesecar:mesecar2")
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
return itemstack
end,
})