mirror of
https://github.com/minetest/minetest_game.git
synced 2024-11-18 07:40:22 +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.
249 lines
5.3 KiB
Lua
249 lines
5.3 KiB
Lua
function carts:get_sign(z)
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if z == 0 then
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return 0
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else
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return z / math.abs(z)
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end
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end
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function carts:manage_attachment(player, obj)
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if not player then
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return
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end
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local status = obj ~= nil
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local player_name = player:get_player_name()
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if player_api.player_attached[player_name] == status then
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return
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end
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player_api.player_attached[player_name] = status
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if status then
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player:set_attach(obj, "", {x=0, y=-4.5, z=0}, {x=0, y=0, z=0})
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player:set_eye_offset({x=0, y=-4, z=0},{x=0, y=-4, z=0})
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else
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player:set_detach()
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player:set_eye_offset({x=0, y=0, z=0},{x=0, y=0, z=0})
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end
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end
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function carts:velocity_to_dir(v)
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if math.abs(v.x) > math.abs(v.z) then
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return {x=carts:get_sign(v.x), y=carts:get_sign(v.y), z=0}
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else
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return {x=0, y=carts:get_sign(v.y), z=carts:get_sign(v.z)}
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end
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end
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function carts:is_rail(pos, railtype)
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local node = minetest.get_node(pos).name
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if node == "ignore" then
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local vm = minetest.get_voxel_manip()
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local emin, emax = vm:read_from_map(pos, pos)
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local area = VoxelArea:new{
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MinEdge = emin,
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MaxEdge = emax,
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}
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local data = vm:get_data()
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local vi = area:indexp(pos)
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node = minetest.get_name_from_content_id(data[vi])
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end
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if minetest.get_item_group(node, "rail") == 0 then
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return false
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end
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if not railtype then
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return true
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end
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return minetest.get_item_group(node, "connect_to_raillike") == railtype
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end
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function carts:check_front_up_down(pos, dir_, check_up, railtype)
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local dir = vector.new(dir_)
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local cur
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-- Front
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dir.y = 0
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cur = vector.add(pos, dir)
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if carts:is_rail(cur, railtype) then
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return dir
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end
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-- Up
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if check_up then
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dir.y = 1
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cur = vector.add(pos, dir)
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if carts:is_rail(cur, railtype) then
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return dir
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end
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end
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-- Down
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dir.y = -1
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cur = vector.add(pos, dir)
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if carts:is_rail(cur, railtype) then
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return dir
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end
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return nil
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end
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function carts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
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local pos = vector.round(pos_)
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local cur
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local left_check, right_check = true, true
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-- Check left and right
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local left = {x=0, y=0, z=0}
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local right = {x=0, y=0, z=0}
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if dir.z ~= 0 and dir.x == 0 then
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left.x = -dir.z
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right.x = dir.z
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elseif dir.x ~= 0 and dir.z == 0 then
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left.z = dir.x
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right.z = -dir.x
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end
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local straight_priority = ctrl and dir.y ~= 0
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-- Normal, to disallow rail switching up- & downhill
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if straight_priority then
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cur = self:check_front_up_down(pos, dir, true, railtype)
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if cur then
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return cur
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end
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end
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if ctrl then
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if old_switch == 1 then
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left_check = false
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elseif old_switch == 2 then
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right_check = false
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end
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if ctrl.left and left_check then
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cur = self:check_front_up_down(pos, left, false, railtype)
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if cur then
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return cur, 1
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end
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left_check = false
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end
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if ctrl.right and right_check then
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cur = self:check_front_up_down(pos, right, false, railtype)
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if cur then
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return cur, 2
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end
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right_check = true
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end
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end
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-- Normal
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if not straight_priority then
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cur = self:check_front_up_down(pos, dir, true, railtype)
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if cur then
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return cur
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end
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end
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-- Left, if not already checked
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if left_check then
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cur = carts:check_front_up_down(pos, left, false, railtype)
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if cur then
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return cur
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end
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end
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-- Right, if not already checked
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if right_check then
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cur = carts:check_front_up_down(pos, right, false, railtype)
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if cur then
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return cur
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end
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end
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-- Backwards
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if not old_switch then
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cur = carts:check_front_up_down(pos, {
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x = -dir.x,
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y = dir.y,
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z = -dir.z
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}, true, railtype)
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if cur then
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return cur
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end
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end
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return {x=0, y=0, z=0}
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end
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function carts:pathfinder(pos_, old_pos, old_dir, distance, ctrl,
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pf_switch, railtype)
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local pos = vector.round(pos_)
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if vector.equals(old_pos, pos) then
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return
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end
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local pf_pos = vector.round(old_pos)
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local pf_dir = vector.new(old_dir)
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distance = math.min(carts.path_distance_max,
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math.floor(distance + 1))
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for i = 1, distance do
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pf_dir, pf_switch = self:get_rail_direction(
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pf_pos, pf_dir, ctrl, pf_switch or 0, railtype)
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if vector.equals(pf_dir, {x=0, y=0, z=0}) then
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-- No way forwards
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return pf_pos, pf_dir
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end
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pf_pos = vector.add(pf_pos, pf_dir)
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if vector.equals(pf_pos, pos) then
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-- Success! Cart moved on correctly
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return
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end
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end
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-- Not found. Put cart to predicted position
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return pf_pos, pf_dir
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end
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function carts:register_rail(name, def_overwrite, railparams)
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local def = {
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drawtype = "raillike",
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paramtype = "light",
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sunlight_propagates = true,
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is_ground_content = false,
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walkable = false,
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selection_box = {
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type = "fixed",
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fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
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},
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sounds = default.node_sound_metal_defaults()
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}
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for k, v in pairs(def_overwrite) do
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def[k] = v
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end
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if not def.inventory_image then
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def.wield_image = def.tiles[1]
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def.inventory_image = def.tiles[1]
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end
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if railparams then
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carts.railparams[name] = table.copy(railparams)
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end
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minetest.register_node(name, def)
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end
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function carts:get_rail_groups(additional_groups)
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-- Get the default rail groups and add more when a table is given
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local groups = {
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dig_immediate = 2,
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attached_node = 1,
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rail = 1,
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connect_to_raillike = minetest.raillike_group("rail")
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}
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if type(additional_groups) == "table" then
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for k, v in pairs(additional_groups) do
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groups[k] = v
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end
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end
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return groups
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end
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