3e5852993d
Handbrake was barely noticeable and fairly useless. Equalisng with brake rail deceleration makes it more intuitive to use and easier to judge stopping distance.
393 lines
10 KiB
Lua
393 lines
10 KiB
Lua
local cart_entity = {
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physical = false, -- otherwise going uphill breaks
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collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
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visual = "mesh",
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mesh = "carts_cart.b3d",
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visual_size = {x=1, y=1},
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textures = {"carts_cart.png"},
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driver = nil,
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punched = false, -- used to re-send velocity and position
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velocity = {x=0, y=0, z=0}, -- only used on punch
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old_dir = {x=1, y=0, z=0}, -- random value to start the cart on punch
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old_pos = nil,
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old_switch = 0,
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railtype = nil,
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attached_items = {}
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}
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function cart_entity: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 player_name = clicker:get_player_name()
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if self.driver and player_name == self.driver then
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self.driver = nil
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carts:manage_attachment(clicker, nil)
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elseif not self.driver then
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self.driver = player_name
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carts:manage_attachment(clicker, self.object)
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end
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end
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function cart_entity:on_activate(staticdata, dtime_s)
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self.object:set_armor_groups({immortal=1})
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if string.sub(staticdata, 1, string.len("return")) ~= "return" then
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return
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end
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local data = minetest.deserialize(staticdata)
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if not data or type(data) ~= "table" then
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return
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end
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self.railtype = data.railtype
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if data.old_dir then
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self.old_dir = data.old_dir
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end
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if data.old_vel then
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self.old_vel = data.old_vel
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end
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end
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function cart_entity:get_staticdata()
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return minetest.serialize({
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railtype = self.railtype,
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old_dir = self.old_dir,
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old_vel = self.old_vel
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})
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end
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function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
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local pos = self.object:getpos()
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if not self.railtype then
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local node = minetest.get_node(pos).name
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self.railtype = minetest.get_item_group(node, "connect_to_raillike")
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end
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-- Punched by non-player
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if not puncher or not puncher:is_player() then
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local cart_dir = carts:get_rail_direction(pos, self.old_dir, nil, nil, self.railtype)
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if vector.equals(cart_dir, {x=0, y=0, z=0}) then
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return
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end
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self.velocity = vector.multiply(cart_dir, 2)
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self.punched = true
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return
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end
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-- Player digs cart by sneak-punch
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if puncher:get_player_control().sneak then
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if self.sound_handle then
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minetest.sound_stop(self.sound_handle)
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end
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-- Detach driver and items
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if self.driver then
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if self.old_pos then
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self.object:setpos(self.old_pos)
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end
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local player = minetest.get_player_by_name(self.driver)
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carts:manage_attachment(player, nil)
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end
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for _,obj_ in ipairs(self.attached_items) do
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if obj_ then
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obj_:set_detach()
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end
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end
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-- Pick up cart
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local inv = puncher:get_inventory()
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if not minetest.setting_getbool("creative_mode")
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or not inv:contains_item("main", "carts:cart") then
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local leftover = inv:add_item("main", "carts:cart")
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-- If no room in inventory add a replacement cart to the world
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if not leftover:is_empty() then
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minetest.add_item(self.object:getpos(), leftover)
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end
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end
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self.object:remove()
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return
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end
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-- Player punches cart to alter velocity
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local vel = self.object:getvelocity()
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if puncher:get_player_name() == self.driver then
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if math.abs(vel.x + vel.z) > carts.punch_speed_max then
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return
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end
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end
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local punch_dir = carts:velocity_to_dir(puncher:get_look_dir())
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punch_dir.y = 0
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local cart_dir = carts:get_rail_direction(pos, punch_dir, nil, nil, self.railtype)
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if vector.equals(cart_dir, {x=0, y=0, z=0}) then
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return
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end
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local punch_interval = 1
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if tool_capabilities and tool_capabilities.full_punch_interval then
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punch_interval = tool_capabilities.full_punch_interval
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end
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time_from_last_punch = math.min(time_from_last_punch or punch_interval, punch_interval)
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local f = 2 * (time_from_last_punch / punch_interval)
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self.velocity = vector.multiply(cart_dir, f)
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self.old_dir = cart_dir
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self.punched = true
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end
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local function rail_on_step_event(handler, obj, dtime)
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if handler then
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handler(obj, dtime)
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end
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end
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-- sound refresh interval = 1.0sec
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local function rail_sound(self, dtime)
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if not self.sound_ttl then
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self.sound_ttl = 1.0
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return
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elseif self.sound_ttl > 0 then
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self.sound_ttl = self.sound_ttl - dtime
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return
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end
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self.sound_ttl = 1.0
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if self.sound_handle then
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local handle = self.sound_handle
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self.sound_handle = nil
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minetest.after(0.2, minetest.sound_stop, handle)
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end
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local vel = self.object:getvelocity()
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local speed = vector.length(vel)
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if speed > 0 then
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self.sound_handle = minetest.sound_play(
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"carts_cart_moving", {
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object = self.object,
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gain = (speed / carts.speed_max) / 2,
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loop = true,
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})
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end
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end
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local function get_railparams(pos)
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local node = minetest.get_node(pos)
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return carts.railparams[node.name] or {}
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end
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local function rail_on_step(self, dtime)
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local vel = self.object:getvelocity()
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if self.punched then
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vel = vector.add(vel, self.velocity)
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self.object:setvelocity(vel)
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self.old_dir.y = 0
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elseif vector.equals(vel, {x=0, y=0, z=0}) then
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return
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end
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local pos = self.object:getpos()
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local update = {}
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-- stop cart if velocity vector flips
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if self.old_vel and self.old_vel.y == 0 and
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(self.old_vel.x * vel.x < 0 or self.old_vel.z * vel.z < 0) then
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self.old_vel = {x = 0, y = 0, z = 0}
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self.old_pos = pos
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self.object:setvelocity(vector.new())
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self.object:setacceleration(vector.new())
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rail_on_step_event(get_railparams(pos).on_step, self, dtime)
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return
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end
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self.old_vel = vector.new(vel)
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if self.old_pos and not self.punched then
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local flo_pos = vector.round(pos)
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local flo_old = vector.round(self.old_pos)
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if vector.equals(flo_pos, flo_old) then
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-- Do not check one node multiple times
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return
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end
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end
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local ctrl, player
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-- Get player controls
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if self.driver then
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player = minetest.get_player_by_name(self.driver)
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if player then
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ctrl = player:get_player_control()
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end
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end
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if self.old_pos then
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-- Detection for "skipping" nodes
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local found_path = carts:pathfinder(
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pos, self.old_pos, self.old_dir, ctrl, self.old_switch, self.railtype
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)
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if not found_path then
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-- No rail found: reset back to the expected position
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pos = vector.new(self.old_pos)
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update.pos = true
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end
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end
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local cart_dir = carts:velocity_to_dir(vel)
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local railparams
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-- dir: New moving direction of the cart
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-- switch_keys: Currently pressed L/R key, used to ignore the key on the next rail node
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local dir, switch_keys = carts:get_rail_direction(
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pos, cart_dir, ctrl, self.old_switch, self.railtype
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)
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local new_acc = {x=0, y=0, z=0}
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if vector.equals(dir, {x=0, y=0, z=0}) then
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vel = {x = 0, y = 0, z = 0}
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pos = vector.round(pos)
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update.pos = true
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update.vel = true
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else
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-- Direction change detected
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if not vector.equals(dir, self.old_dir) then
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vel = vector.multiply(dir, math.abs(vel.x + vel.z))
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update.vel = true
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if dir.y ~= self.old_dir.y then
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pos = vector.round(pos)
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update.pos = true
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end
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end
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-- Center on the rail
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if dir.z ~= 0 and math.floor(pos.x + 0.5) ~= pos.x then
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pos.x = math.floor(pos.x + 0.5)
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update.pos = true
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end
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if dir.x ~= 0 and math.floor(pos.z + 0.5) ~= pos.z then
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pos.z = math.floor(pos.z + 0.5)
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update.pos = true
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end
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-- Slow down or speed up..
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local acc = dir.y * -4.0
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-- Get rail for corrected position
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railparams = get_railparams(pos)
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-- no need to check for railparams == nil since we always make it exist.
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local speed_mod = railparams.acceleration
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if speed_mod and speed_mod ~= 0 then
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-- Try to make it similar to the original carts mod
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acc = acc + speed_mod
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else
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-- Handbrake or coast
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if ctrl and ctrl.down then
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acc = acc - 3
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else
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acc = acc - 0.4
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end
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end
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new_acc = vector.multiply(dir, acc)
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end
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-- Limits
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local max_vel = carts.speed_max
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for _, v in pairs({"x","y","z"}) do
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if math.abs(vel[v]) > max_vel then
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vel[v] = carts:get_sign(vel[v]) * max_vel
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new_acc[v] = 0
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update.vel = true
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end
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end
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self.object:setacceleration(new_acc)
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self.old_pos = vector.new(pos)
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if not vector.equals(dir, {x=0, y=0, z=0}) then
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self.old_dir = vector.new(dir)
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end
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self.old_switch = switch_keys
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if self.punched then
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-- Collect dropped items
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for _, obj_ in pairs(minetest.get_objects_inside_radius(pos, 1)) do
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if not obj_:is_player() and
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obj_:get_luaentity() and
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not obj_:get_luaentity().physical_state and
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obj_:get_luaentity().name == "__builtin:item" then
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obj_:set_attach(self.object, "", {x=0, y=0, z=0}, {x=0, y=0, z=0})
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self.attached_items[#self.attached_items + 1] = obj_
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end
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end
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self.punched = false
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update.vel = true
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end
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railparams = railparams or get_railparams(pos)
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if not (update.vel or update.pos) then
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rail_on_step_event(railparams.on_step, self, dtime)
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return
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end
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local yaw = 0
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if self.old_dir.x < 0 then
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yaw = 0.5
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elseif self.old_dir.x > 0 then
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yaw = 1.5
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elseif self.old_dir.z < 0 then
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yaw = 1
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end
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self.object:setyaw(yaw * math.pi)
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local anim = {x=0, y=0}
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if dir.y == -1 then
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anim = {x=1, y=1}
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elseif dir.y == 1 then
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anim = {x=2, y=2}
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end
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self.object:set_animation(anim, 1, 0)
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self.object:setvelocity(vel)
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if update.pos then
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self.object:setpos(pos)
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end
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-- call event handler
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rail_on_step_event(railparams.on_step, self, dtime)
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end
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function cart_entity:on_step(dtime)
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rail_on_step(self, dtime)
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rail_sound(self, dtime)
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end
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minetest.register_entity("carts:cart", cart_entity)
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minetest.register_craftitem("carts:cart", {
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description = "Cart (Sneak+Click to pick up)",
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inventory_image = minetest.inventorycube("carts_cart_top.png", "carts_cart_side.png", "carts_cart_side.png"),
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wield_image = "carts_cart_side.png",
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on_place = function(itemstack, placer, pointed_thing)
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if not pointed_thing.type == "node" then
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return
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end
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if carts:is_rail(pointed_thing.under) then
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minetest.add_entity(pointed_thing.under, "carts:cart")
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elseif carts:is_rail(pointed_thing.above) then
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minetest.add_entity(pointed_thing.above, "carts:cart")
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else
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return
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end
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minetest.sound_play({name = "default_place_node_metal", gain = 0.5},
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{pos = pointed_thing.above})
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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_craft({
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output = "carts:cart",
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recipe = {
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{"default:steel_ingot", "", "default:steel_ingot"},
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{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
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},
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})
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