-- carts/cart_entity.lua -- support for MT game translation. local S = carts.get_translator local cart_entity = { initial_properties = { physical = false, -- otherwise going uphill breaks collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, visual = "mesh", mesh = "carts_cart.b3d", visual_size = {x=1, y=1}, textures = {"carts_cart.png"}, }, driver = nil, punched = false, -- used to re-send velocity and position velocity = {x=0, y=0, z=0}, -- only used on punch old_dir = {x=1, y=0, z=0}, -- random value to start the cart on punch old_pos = nil, old_switch = 0, railtype = nil, attached_items = {} } function cart_entity:on_rightclick(clicker) if not clicker or not clicker:is_player() then return end local player_name = clicker:get_player_name() if self.driver and player_name == self.driver then self.driver = nil carts:manage_attachment(clicker, nil) elseif not self.driver then self.driver = player_name carts:manage_attachment(clicker, self.object) -- player_api does not update the animation -- when the player is attached, reset to default animation player_api.set_animation(clicker, "stand") end end function cart_entity:on_activate(staticdata, dtime_s) self.object:set_armor_groups({immortal=1}) if string.sub(staticdata, 1, string.len("return")) ~= "return" then return end local data = minetest.deserialize(staticdata) if type(data) ~= "table" then return end self.railtype = data.railtype if data.old_dir then self.old_dir = data.old_dir end end function cart_entity:get_staticdata() return minetest.serialize({ railtype = self.railtype, old_dir = self.old_dir }) end -- 0.5.x and later: When the driver leaves function cart_entity:on_detach_child(child) if child and child:get_player_name() == self.driver then self.driver = nil carts:manage_attachment(child, nil) end end function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction) local pos = self.object:get_pos() local vel = self.object:get_velocity() if not self.railtype or vector.equals(vel, {x=0, y=0, z=0}) then local node = minetest.get_node(pos).name self.railtype = minetest.get_item_group(node, "connect_to_raillike") end -- Punched by non-player if not puncher or not puncher:is_player() then local cart_dir = carts:get_rail_direction(pos, self.old_dir, nil, nil, self.railtype) if vector.equals(cart_dir, {x=0, y=0, z=0}) then return end self.velocity = vector.multiply(cart_dir, 2) self.punched = true return end -- Player digs cart by sneak-punch if puncher:get_player_control().sneak then if self.sound_handle then minetest.sound_stop(self.sound_handle) end -- Detach driver and items if self.driver then if self.old_pos then self.object:set_pos(self.old_pos) end local player = minetest.get_player_by_name(self.driver) carts:manage_attachment(player, nil) end for _, obj_ in ipairs(self.attached_items) do if obj_ then obj_:set_detach() end end -- Pick up cart local inv = puncher:get_inventory() if not (creative and creative.is_enabled_for and creative.is_enabled_for(puncher:get_player_name())) or not inv:contains_item("main", "carts:cart") then local leftover = inv:add_item("main", "carts:cart") -- If no room in inventory add a replacement cart to the world if not leftover:is_empty() then minetest.add_item(self.object:get_pos(), leftover) end end self.object:remove() return end -- Player punches cart to alter velocity if puncher:get_player_name() == self.driver then if math.abs(vel.x + vel.z) > carts.punch_speed_max then return end end local punch_dir = carts:velocity_to_dir(puncher:get_look_dir()) punch_dir.y = 0 local cart_dir = carts:get_rail_direction(pos, punch_dir, nil, nil, self.railtype) if vector.equals(cart_dir, {x=0, y=0, z=0}) then return end local punch_interval = 1 if tool_capabilities and tool_capabilities.full_punch_interval then punch_interval = tool_capabilities.full_punch_interval end time_from_last_punch = math.min(time_from_last_punch or punch_interval, punch_interval) local f = 2 * (time_from_last_punch / punch_interval) self.velocity = vector.multiply(cart_dir, f) self.old_dir = cart_dir self.punched = true end local function rail_on_step_event(handler, obj, dtime) if handler then handler(obj, dtime) end end -- sound refresh interval = 1.0sec local function rail_sound(self, dtime) if not self.sound_ttl then self.sound_ttl = 1.0 return elseif self.sound_ttl > 0 then self.sound_ttl = self.sound_ttl - dtime return end self.sound_ttl = 1.0 if self.sound_handle then local handle = self.sound_handle self.sound_handle = nil minetest.after(0.2, minetest.sound_stop, handle) end local vel = self.object:get_velocity() local speed = vector.length(vel) if speed > 0 then self.sound_handle = minetest.sound_play( "carts_cart_moving", { object = self.object, gain = (speed / carts.speed_max) / 2, loop = true, }) end end local function get_railparams(pos) local node = minetest.get_node(pos) return carts.railparams[node.name] or {} end local v3_len = vector.length local function rail_on_step(self, dtime) local vel = self.object:get_velocity() if self.punched then vel = vector.add(vel, self.velocity) self.object:set_velocity(vel) self.old_dir.y = 0 elseif vector.equals(vel, {x=0, y=0, z=0}) then return end local pos = self.object:get_pos() local cart_dir = carts:velocity_to_dir(vel) local same_dir = vector.equals(cart_dir, self.old_dir) local update = {} if self.old_pos and not self.punched and same_dir then local flo_pos = vector.round(pos) local flo_old = vector.round(self.old_pos) if vector.equals(flo_pos, flo_old) then -- Do not check one node multiple times return end end local ctrl, player -- Get player controls if self.driver then player = minetest.get_player_by_name(self.driver) if player then ctrl = player:get_player_control() end end local stop_wiggle = false if self.old_pos and same_dir then -- Detection for "skipping" nodes (perhaps use average dtime?) -- It's sophisticated enough to take the acceleration in account local acc = self.object:get_acceleration() local distance = dtime * (v3_len(vel) + 0.5 * dtime * v3_len(acc)) local new_pos, new_dir = carts:pathfinder( pos, self.old_pos, self.old_dir, distance, ctrl, self.old_switch, self.railtype ) if new_pos then -- No rail found: set to the expected position pos = new_pos update.pos = true cart_dir = new_dir end elseif self.old_pos and self.old_dir.y ~= 1 and not self.punched then -- Stop wiggle stop_wiggle = true end local railparams -- dir: New moving direction of the cart -- switch_keys: Currently pressed L/R key, used to ignore the key on the next rail node local dir, switch_keys = carts:get_rail_direction( pos, cart_dir, ctrl, self.old_switch, self.railtype ) local dir_changed = not vector.equals(dir, self.old_dir) local new_acc = {x=0, y=0, z=0} if stop_wiggle or vector.equals(dir, {x=0, y=0, z=0}) then vel = {x = 0, y = 0, z = 0} local pos_r = vector.round(pos) if not carts:is_rail(pos_r, self.railtype) and self.old_pos then pos = self.old_pos elseif not stop_wiggle then pos = pos_r else pos.y = math.floor(pos.y + 0.5) end update.pos = true update.vel = true else -- Direction change detected if dir_changed then vel = vector.multiply(dir, math.abs(vel.x + vel.z)) update.vel = true if dir.y ~= self.old_dir.y then pos = vector.round(pos) update.pos = true end end -- Center on the rail if dir.z ~= 0 and math.floor(pos.x + 0.5) ~= pos.x then pos.x = math.floor(pos.x + 0.5) update.pos = true end if dir.x ~= 0 and math.floor(pos.z + 0.5) ~= pos.z then pos.z = math.floor(pos.z + 0.5) update.pos = true end -- Slow down or speed up.. local acc = dir.y * -4.0 -- Get rail for corrected position railparams = get_railparams(pos) -- no need to check for railparams == nil since we always make it exist. local speed_mod = railparams.acceleration if speed_mod and speed_mod ~= 0 then -- Try to make it similar to the original carts mod acc = acc + speed_mod else -- Handbrake or coast if ctrl and ctrl.down then acc = acc - 3 else acc = acc - 0.4 end end new_acc = vector.multiply(dir, acc) end -- Limits local max_vel = carts.speed_max for _, v in pairs({"x","y","z"}) do if math.abs(vel[v]) > max_vel then vel[v] = carts:get_sign(vel[v]) * max_vel new_acc[v] = 0 update.vel = true end end self.object:set_acceleration(new_acc) self.old_pos = vector.round(pos) if not vector.equals(dir, {x=0, y=0, z=0}) and not stop_wiggle then self.old_dir = vector.new(dir) end self.old_switch = switch_keys if self.punched then -- Collect dropped items for _, obj_ in pairs(minetest.get_objects_inside_radius(pos, 1)) do if not obj_:is_player() and obj_:get_luaentity() and not obj_:get_luaentity().physical_state and obj_:get_luaentity().name == "__builtin:item" then obj_:set_attach(self.object, "", {x=0, y=0, z=0}, {x=0, y=0, z=0}) self.attached_items[#self.attached_items + 1] = obj_ end end self.punched = false update.vel = true end railparams = railparams or get_railparams(pos) if not (update.vel or update.pos) then rail_on_step_event(railparams.on_step, self, dtime) return end local yaw = 0 if self.old_dir.x < 0 then yaw = 0.5 elseif self.old_dir.x > 0 then yaw = 1.5 elseif self.old_dir.z < 0 then yaw = 1 end self.object:set_yaw(yaw * math.pi) local anim = {x=0, y=0} if dir.y == -1 then anim = {x=1, y=1} elseif dir.y == 1 then anim = {x=2, y=2} end self.object:set_animation(anim, 1, 0) if update.vel then self.object:set_velocity(vel) end if update.pos then if dir_changed then self.object:set_pos(pos) else self.object:move_to(pos) end end -- call event handler rail_on_step_event(railparams.on_step, self, dtime) end function cart_entity:on_step(dtime) rail_on_step(self, dtime) rail_sound(self, dtime) end minetest.register_entity("carts:cart", cart_entity) minetest.register_craftitem("carts:cart", { description = S("Cart") .. "\n" .. S("(Sneak+Click to pick up)"), inventory_image = minetest.inventorycube("carts_cart_top.png", "carts_cart_front.png", "carts_cart_side.png"), wield_image = "carts_cart_side.png", 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] 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 not pointed_thing.type == "node" then return end if carts:is_rail(pointed_thing.under) then minetest.add_entity(pointed_thing.under, "carts:cart") elseif carts:is_rail(pointed_thing.above) then minetest.add_entity(pointed_thing.above, "carts:cart") else return end minetest.sound_play({name = "default_place_node_metal", gain = 0.5}, {pos = pointed_thing.above}, true) if not (creative and creative.is_enabled_for and creative.is_enabled_for(placer:get_player_name())) then itemstack:take_item() end return itemstack end, }) minetest.register_craft({ output = "carts:cart", recipe = { {"default:steel_ingot", "", "default:steel_ingot"}, {"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"}, }, })