boost_cart/init.lua

208 lines
5.3 KiB
Lua

-- 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,
})