mirror of
https://github.com/minetest/minetest_game.git
synced 2024-12-23 07:10:19 +01:00
ecea5364f1
Better pathfinder algorithm, allows tuning the lag spike compensation. Smoother movement (when it's laggy). Set the player animation to stand on attach. Remove driver when they leave. Only update velocity when it's necessary.
427 lines
11 KiB
Lua
427 lines
11 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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-- player_api does not update the animation
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-- when the player is attached, reset to default animation
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player_api.set_animation(clicker, "stand")
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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 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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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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})
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end
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-- 0.5.x and later: When the driver leaves
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function cart_entity:on_detach_child(child)
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if child and child:get_player_name() == self.driver then
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self.driver = nil
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end
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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:get_pos()
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local vel = self.object:get_velocity()
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if not self.railtype or vector.equals(vel, {x=0, y=0, z=0}) 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:set_pos(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 (creative and creative.is_enabled_for
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and creative.is_enabled_for(puncher:get_player_name()))
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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:get_pos(), 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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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:get_velocity()
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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 v3_len = vector.length
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local function rail_on_step(self, dtime)
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local vel = self.object:get_velocity()
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if self.punched then
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vel = vector.add(vel, self.velocity)
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self.object:set_velocity(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:get_pos()
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local cart_dir = carts:velocity_to_dir(vel)
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local same_dir = vector.equals(cart_dir, self.old_dir)
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local update = {}
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if self.old_pos and not self.punched and same_dir 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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local stop_wiggle = false
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if self.old_pos and same_dir then
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-- Detection for "skipping" nodes (perhaps use average dtime?)
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-- It's sophisticated enough to take the acceleration in account
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local acc = self.object:get_acceleration()
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local distance = dtime * (v3_len(vel) + 0.5 * dtime * v3_len(acc))
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local new_pos, new_dir = carts:pathfinder(
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pos, self.old_pos, self.old_dir, distance, ctrl,
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self.old_switch, self.railtype
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)
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if new_pos then
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-- No rail found: set to the expected position
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pos = new_pos
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update.pos = true
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cart_dir = new_dir
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end
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elseif self.old_pos and self.old_dir.y ~= 1 and not self.punched then
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-- Stop wiggle
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stop_wiggle = true
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end
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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 dir_changed = not vector.equals(dir, self.old_dir)
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local new_acc = {x=0, y=0, z=0}
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if stop_wiggle or 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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local pos_r = vector.round(pos)
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if not carts:is_rail(pos_r, self.railtype)
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and self.old_pos then
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pos = self.old_pos
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elseif not stop_wiggle then
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pos = pos_r
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else
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pos.y = math.floor(pos.y + 0.5)
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end
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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 dir_changed 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:set_acceleration(new_acc)
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self.old_pos = vector.round(pos)
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if not vector.equals(dir, {x=0, y=0, z=0}) and not stop_wiggle 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:set_yaw(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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if update.vel then
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self.object:set_velocity(vel)
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end
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if update.pos then
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if dir_changed then
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self.object:set_pos(pos)
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else
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self.object:move_to(pos)
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end
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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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local under = pointed_thing.under
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local node = minetest.get_node(under)
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local udef = minetest.registered_nodes[node.name]
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if udef and udef.on_rightclick and
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not (placer and placer:is_player() and
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placer:get_player_control().sneak) then
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return udef.on_rightclick(under, node, placer, itemstack,
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pointed_thing) or itemstack
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end
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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 (creative and creative.is_enabled_for
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and creative.is_enabled_for(placer:get_player_name())) 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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