-- TODO: -- Fix way-up -- Add rail-cross switching -- Prevent from floating carts -- Speed up and brake rails boost_cart = {} boost_cart.modpath = minetest.get_modpath("boost_cart") boost_cart.speed_max = 8 dofile(boost_cart.modpath.."/functions.lua") dofile(boost_cart.modpath.."/rails.lua") boost_cart.cart = { physical = false, collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, visual = "mesh", mesh = "cart.x", visual_size = {x=1, y=1}, textures = {"cart.png"}, driver = nil, punch = false, -- used to re-send velocity and position velocity = {x=0, y=0, z=0}, -- only used on punch old_dir = {x=0, y=0, z=0}, old_pos = nil } function boost_cart.cart: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 clicker:set_detach() elseif not self.driver then self.driver = player_name clicker:set_attach(self.object, "", {x=0,y=5,z=0}, {x=0,y=0,z=0}) end end function boost_cart.cart:on_activate(staticdata, dtime_s) self.object:set_armor_groups({immortal=1}) self.old_pos = self.object:getpos() end function boost_cart.cart:on_punch(puncher, time_from_last_punch, tool_capabilities, direction) if not puncher or not puncher:is_player() then return end if puncher:get_player_control().sneak then if self.driver then local player = minetest.get_player_by_name(self.driver) if player then player:set_detach() end end self.object:remove() puncher:get_inventory():add_item("main", "boost_cart:cart") return end local vel = self.velocity if puncher:get_player_name() == self.driver then if math.abs(vel.x) > 2 or math.abs(vel.z) > 2 then return end end local cart_dir = boost_cart:velocity_to_dir(direction) if cart_dir.x == 0 and cart_dir.z == 0 then local fd = minetest.dir_to_facedir(puncher:get_look_dir()) if fd == 0 then cart_dir.x = 1 elseif fd == 1 then cart_dir.z = -1 elseif fd == 2 then cart_dir.x = -1 elseif fd == 3 then cart_dir.z = 1 end end if time_from_last_punch > tool_capabilities.full_punch_interval then time_from_last_punch = tool_capabilities.full_punch_interval end local dir = boost_cart:get_rail_direction(self.object:getpos(), cart_dir) local f = 3 * (time_from_last_punch / tool_capabilities.full_punch_interval) vel.x = dir.x * f vel.z = dir.y * f vel.z = dir.z * f self.velocity = vel self.punch = true end function boost_cart.cart:on_step(dtime) local vel = self.object:getvelocity() if self.punch then vel = vector.add(vel, self.velocity) self.velocity = {x=0,y=0,z=0} elseif vector.equals(vel, {x=0,y=0,z=0}) then return end local pos = self.object:getpos() local fpos, fold_pos = vector.round(pos), vector.round(self.old_pos) if vector.equals(fpos, fold_pos) and not self.punch then return end self.old_pos = vector.new(pos) local cart_dir = { x = boost_cart:get_sign(vel.x), y = boost_cart:get_sign(vel.y), z = boost_cart:get_sign(vel.z) } local dir = boost_cart:get_rail_direction(pos, cart_dir) if vector.equals(dir, {x=0, y=0, z=0}) then vel = {x=0, y=0, z=0} self.object:setacceleration({x=0, y=0, z=0}) self.punch = true else -- If the direction changed if dir.x ~= 0 and self.old_dir.z ~= 0 then vel.x = dir.x * math.abs(vel.z) vel.z = 0 pos.z = math.floor(pos.z + 0.5) self.punch = true end if dir.z ~= 0 and self.old_dir.x ~= 0 then vel.z = dir.z * math.abs(vel.x) vel.x = 0 pos.x = math.floor(pos.x + 0.5) self.punch = true end -- Up, down? if dir.y ~= self.old_dir.y then vel.y = dir.y * (math.abs(vel.x) + math.abs(vel.z)) pos.y = math.floor(pos.y + 0.5) self.punch = true end -- Slow down or speed up.. local acc = -2 * dir.y - 0.4 self.object:setacceleration({ x = dir.x * acc, y = dir.y * (math.abs(dir.x) + math.abs(dir.z)) * acc, z = dir.z * acc }) end self.old_dir = vector.new(dir) -- Limits for _,v in ipairs({"x","y","z"}) do if math.abs(vel[v]) > boost_cart.speed_max then vel[v] = boost_cart:get_sign(vel[v]) * boost_cart.speed_max self.punch = true end end if dir.x < 0 then self.object:setyaw(math.pi / 2) elseif dir.x > 0 then self.object:setyaw(3 * math.pi / 2) elseif dir.z < 0 then self.object:setyaw(math.pi) elseif dir.z > 0 then self.object:setyaw(0) end if dir.y == -1 then self.object:set_animation({x=1, y=1}, 1, 0) elseif dir.y == 1 then self.object:set_animation({x=2, y=2}, 1, 0) else self.object:set_animation({x=0, y=0}, 1, 0) end if self.punch then self.object:setvelocity(vel) self.object:setpos(pos) self.old_pos = {x=0, y=0, z=0} end self.punch = false end minetest.register_entity("boost_cart:cart", boost_cart.cart) minetest.register_craftitem("boost_cart:cart", { description = "Cart", inventory_image = minetest.inventorycube("cart_top.png", "cart_side.png", "cart_side.png"), wield_image = "cart_side.png", on_place = function(itemstack, placer, pointed_thing) if not pointed_thing.type == "node" then return end if boost_cart:is_rail(pointed_thing.under) then minetest.add_entity(pointed_thing.under, "boost_cart:cart") elseif boost_cart:is_rail(pointed_thing.above) then minetest.add_entity(pointed_thing.above, "boost_cart:cart") else return end itemstack:take_item() return itemstack end, })