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Is it really stuck-secure?
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parent
dc20f048b1
commit
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28
init.lua
28
init.lua
@ -98,7 +98,7 @@ function boost_cart.cart:on_punch(puncher, time_from_last_punch, tool_capabiliti
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local f = 3 * (time_from_last_punch / tool_capabilities.full_punch_interval)
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local f = 3 * (time_from_last_punch / tool_capabilities.full_punch_interval)
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vel.x = dir.x * f
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vel.x = dir.x * f
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vel.z = dir.y * f
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vel.y = dir.y * f
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vel.z = dir.z * f
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vel.z = dir.z * f
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self.velocity = vel
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self.velocity = vel
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self.old_pos = nil
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self.old_pos = nil
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@ -126,16 +126,24 @@ function boost_cart.cart:on_step(dtime)
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return
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return
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end
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end
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local expected_pos = vector.add(self.old_pos, self.old_dir)
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local expected_pos = vector.add(self.old_pos, self.old_dir)
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if not vector.equals(flo_pos, expected_pos) then
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local diff = vector.subtract(pos, expected_pos)
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diff = {
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x = math.abs(diff.x),
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y = math.abs(diff.y),
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z = math.abs(diff.z)
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}
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if diff.x > 1.2 or diff.y > 1.2 or diff.z > 1.2 then
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pos = vector.new(expected_pos)
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pos = vector.new(expected_pos)
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self.punch = true
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self.punch = true
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end
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end
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end
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end
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local ro_vel = vector.round(vel)
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local cart_dir = {
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local cart_dir = {
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x = boost_cart:get_sign(vel.x),
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x = boost_cart:get_sign(ro_vel.x),
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y = boost_cart:get_sign(vel.y),
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y = boost_cart:get_sign(ro_vel.y),
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z = boost_cart:get_sign(vel.z)
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z = boost_cart:get_sign(ro_vel.z)
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}
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}
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local dir = boost_cart:get_rail_direction(pos, cart_dir)
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local dir = boost_cart:get_rail_direction(pos, cart_dir)
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if vector.equals(dir, {x=0, y=0, z=0}) then
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if vector.equals(dir, {x=0, y=0, z=0}) then
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@ -160,9 +168,6 @@ function boost_cart.cart:on_step(dtime)
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-- Up, down?
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-- Up, down?
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if dir.y ~= self.old_dir.y then
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if dir.y ~= self.old_dir.y then
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vel.y = dir.y * (math.abs(vel.x) + math.abs(vel.z))
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vel.y = dir.y * (math.abs(vel.x) + math.abs(vel.z))
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--if dir.y == 1 then
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-- pos.y = pos.y + 1.5
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--end
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pos = vector.round(pos)
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pos = vector.round(pos)
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self.punch = true
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self.punch = true
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end
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end
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@ -175,13 +180,6 @@ function boost_cart.cart:on_step(dtime)
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z = dir.z * acc
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z = dir.z * acc
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}
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}
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--for _,v in ipairs({"x","y","z"}) do
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-- if math.abs(vel[v]) < math.abs(new_acc[v] * 1.3) then
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-- vel[v] = 0
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-- new_acc[v] = 0
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-- self.punch = 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.object:setacceleration(new_acc)
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end
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end
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