nalc_game/mods/carts/cart_entity.lua
SmallJoker ecea5364f1 Update carts from boost_cart
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.
2018-07-07 02:08:36 +01:00

427 lines
11 KiB
Lua

local cart_entity = {
physical = false, -- otherwise going uphill breaks
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
visual = "mesh",
mesh = "carts_cart.b3d",
visual_size = {x=1, y=1},
textures = {"carts_cart.png"},
driver = nil,
punched = false, -- used to re-send velocity and position
velocity = {x=0, y=0, z=0}, -- only used on punch
old_dir = {x=1, y=0, z=0}, -- random value to start the cart on punch
old_pos = nil,
old_switch = 0,
railtype = nil,
attached_items = {}
}
function cart_entity: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
carts:manage_attachment(clicker, nil)
elseif not self.driver then
self.driver = player_name
carts:manage_attachment(clicker, self.object)
-- player_api does not update the animation
-- when the player is attached, reset to default animation
player_api.set_animation(clicker, "stand")
end
end
function cart_entity:on_activate(staticdata, dtime_s)
self.object:set_armor_groups({immortal=1})
if string.sub(staticdata, 1, string.len("return")) ~= "return" then
return
end
local data = minetest.deserialize(staticdata)
if type(data) ~= "table" then
return
end
self.railtype = data.railtype
if data.old_dir then
self.old_dir = data.old_dir
end
end
function cart_entity:get_staticdata()
return minetest.serialize({
railtype = self.railtype,
old_dir = self.old_dir
})
end
-- 0.5.x and later: When the driver leaves
function cart_entity:on_detach_child(child)
if child and child:get_player_name() == self.driver then
self.driver = nil
end
end
function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
local pos = self.object:get_pos()
local vel = self.object:get_velocity()
if not self.railtype or vector.equals(vel, {x=0, y=0, z=0}) then
local node = minetest.get_node(pos).name
self.railtype = minetest.get_item_group(node, "connect_to_raillike")
end
-- Punched by non-player
if not puncher or not puncher:is_player() then
local cart_dir = carts:get_rail_direction(pos, self.old_dir, nil, nil, self.railtype)
if vector.equals(cart_dir, {x=0, y=0, z=0}) then
return
end
self.velocity = vector.multiply(cart_dir, 2)
self.punched = true
return
end
-- Player digs cart by sneak-punch
if puncher:get_player_control().sneak then
if self.sound_handle then
minetest.sound_stop(self.sound_handle)
end
-- Detach driver and items
if self.driver then
if self.old_pos then
self.object:set_pos(self.old_pos)
end
local player = minetest.get_player_by_name(self.driver)
carts:manage_attachment(player, nil)
end
for _, obj_ in ipairs(self.attached_items) do
if obj_ then
obj_:set_detach()
end
end
-- Pick up cart
local inv = puncher:get_inventory()
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(puncher:get_player_name()))
or not inv:contains_item("main", "carts:cart") then
local leftover = inv:add_item("main", "carts:cart")
-- If no room in inventory add a replacement cart to the world
if not leftover:is_empty() then
minetest.add_item(self.object:get_pos(), leftover)
end
end
self.object:remove()
return
end
-- Player punches cart to alter velocity
if puncher:get_player_name() == self.driver then
if math.abs(vel.x + vel.z) > carts.punch_speed_max then
return
end
end
local punch_dir = carts:velocity_to_dir(puncher:get_look_dir())
punch_dir.y = 0
local cart_dir = carts:get_rail_direction(pos, punch_dir, nil, nil, self.railtype)
if vector.equals(cart_dir, {x=0, y=0, z=0}) then
return
end
local punch_interval = 1
if tool_capabilities and tool_capabilities.full_punch_interval then
punch_interval = tool_capabilities.full_punch_interval
end
time_from_last_punch = math.min(time_from_last_punch or punch_interval, punch_interval)
local f = 2 * (time_from_last_punch / punch_interval)
self.velocity = vector.multiply(cart_dir, f)
self.old_dir = cart_dir
self.punched = true
end
local function rail_on_step_event(handler, obj, dtime)
if handler then
handler(obj, dtime)
end
end
-- sound refresh interval = 1.0sec
local function rail_sound(self, dtime)
if not self.sound_ttl then
self.sound_ttl = 1.0
return
elseif self.sound_ttl > 0 then
self.sound_ttl = self.sound_ttl - dtime
return
end
self.sound_ttl = 1.0
if self.sound_handle then
local handle = self.sound_handle
self.sound_handle = nil
minetest.after(0.2, minetest.sound_stop, handle)
end
local vel = self.object:get_velocity()
local speed = vector.length(vel)
if speed > 0 then
self.sound_handle = minetest.sound_play(
"carts_cart_moving", {
object = self.object,
gain = (speed / carts.speed_max) / 2,
loop = true,
})
end
end
local function get_railparams(pos)
local node = minetest.get_node(pos)
return carts.railparams[node.name] or {}
end
local v3_len = vector.length
local function rail_on_step(self, dtime)
local vel = self.object:get_velocity()
if self.punched then
vel = vector.add(vel, self.velocity)
self.object:set_velocity(vel)
self.old_dir.y = 0
elseif vector.equals(vel, {x=0, y=0, z=0}) then
return
end
local pos = self.object:get_pos()
local cart_dir = carts:velocity_to_dir(vel)
local same_dir = vector.equals(cart_dir, self.old_dir)
local update = {}
if self.old_pos and not self.punched and same_dir then
local flo_pos = vector.round(pos)
local flo_old = vector.round(self.old_pos)
if vector.equals(flo_pos, flo_old) then
-- Do not check one node multiple times
return
end
end
local ctrl, player
-- Get player controls
if self.driver then
player = minetest.get_player_by_name(self.driver)
if player then
ctrl = player:get_player_control()
end
end
local stop_wiggle = false
if self.old_pos and same_dir then
-- Detection for "skipping" nodes (perhaps use average dtime?)
-- It's sophisticated enough to take the acceleration in account
local acc = self.object:get_acceleration()
local distance = dtime * (v3_len(vel) + 0.5 * dtime * v3_len(acc))
local new_pos, new_dir = carts:pathfinder(
pos, self.old_pos, self.old_dir, distance, ctrl,
self.old_switch, self.railtype
)
if new_pos then
-- No rail found: set to the expected position
pos = new_pos
update.pos = true
cart_dir = new_dir
end
elseif self.old_pos and self.old_dir.y ~= 1 and not self.punched then
-- Stop wiggle
stop_wiggle = true
end
local railparams
-- dir: New moving direction of the cart
-- switch_keys: Currently pressed L/R key, used to ignore the key on the next rail node
local dir, switch_keys = carts:get_rail_direction(
pos, cart_dir, ctrl, self.old_switch, self.railtype
)
local dir_changed = not vector.equals(dir, self.old_dir)
local new_acc = {x=0, y=0, z=0}
if stop_wiggle or vector.equals(dir, {x=0, y=0, z=0}) then
vel = {x = 0, y = 0, z = 0}
local pos_r = vector.round(pos)
if not carts:is_rail(pos_r, self.railtype)
and self.old_pos then
pos = self.old_pos
elseif not stop_wiggle then
pos = pos_r
else
pos.y = math.floor(pos.y + 0.5)
end
update.pos = true
update.vel = true
else
-- Direction change detected
if dir_changed then
vel = vector.multiply(dir, math.abs(vel.x + vel.z))
update.vel = true
if dir.y ~= self.old_dir.y then
pos = vector.round(pos)
update.pos = true
end
end
-- Center on the rail
if dir.z ~= 0 and math.floor(pos.x + 0.5) ~= pos.x then
pos.x = math.floor(pos.x + 0.5)
update.pos = true
end
if dir.x ~= 0 and math.floor(pos.z + 0.5) ~= pos.z then
pos.z = math.floor(pos.z + 0.5)
update.pos = true
end
-- Slow down or speed up..
local acc = dir.y * -4.0
-- Get rail for corrected position
railparams = get_railparams(pos)
-- no need to check for railparams == nil since we always make it exist.
local speed_mod = railparams.acceleration
if speed_mod and speed_mod ~= 0 then
-- Try to make it similar to the original carts mod
acc = acc + speed_mod
else
-- Handbrake or coast
if ctrl and ctrl.down then
acc = acc - 3
else
acc = acc - 0.4
end
end
new_acc = vector.multiply(dir, acc)
end
-- Limits
local max_vel = carts.speed_max
for _, v in pairs({"x","y","z"}) do
if math.abs(vel[v]) > max_vel then
vel[v] = carts:get_sign(vel[v]) * max_vel
new_acc[v] = 0
update.vel = true
end
end
self.object:set_acceleration(new_acc)
self.old_pos = vector.round(pos)
if not vector.equals(dir, {x=0, y=0, z=0}) and not stop_wiggle then
self.old_dir = vector.new(dir)
end
self.old_switch = switch_keys
if self.punched then
-- Collect dropped items
for _, obj_ in pairs(minetest.get_objects_inside_radius(pos, 1)) do
if not obj_:is_player() and
obj_:get_luaentity() and
not obj_:get_luaentity().physical_state and
obj_:get_luaentity().name == "__builtin:item" then
obj_:set_attach(self.object, "", {x=0, y=0, z=0}, {x=0, y=0, z=0})
self.attached_items[#self.attached_items + 1] = obj_
end
end
self.punched = false
update.vel = true
end
railparams = railparams or get_railparams(pos)
if not (update.vel or update.pos) then
rail_on_step_event(railparams.on_step, self, dtime)
return
end
local yaw = 0
if self.old_dir.x < 0 then
yaw = 0.5
elseif self.old_dir.x > 0 then
yaw = 1.5
elseif self.old_dir.z < 0 then
yaw = 1
end
self.object:set_yaw(yaw * math.pi)
local anim = {x=0, y=0}
if dir.y == -1 then
anim = {x=1, y=1}
elseif dir.y == 1 then
anim = {x=2, y=2}
end
self.object:set_animation(anim, 1, 0)
if update.vel then
self.object:set_velocity(vel)
end
if update.pos then
if dir_changed then
self.object:set_pos(pos)
else
self.object:move_to(pos)
end
end
-- call event handler
rail_on_step_event(railparams.on_step, self, dtime)
end
function cart_entity:on_step(dtime)
rail_on_step(self, dtime)
rail_sound(self, dtime)
end
minetest.register_entity("carts:cart", cart_entity)
minetest.register_craftitem("carts:cart", {
description = "Cart (Sneak+Click to pick up)",
inventory_image = minetest.inventorycube("carts_cart_top.png", "carts_cart_side.png", "carts_cart_side.png"),
wield_image = "carts_cart_side.png",
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local node = minetest.get_node(under)
local udef = minetest.registered_nodes[node.name]
if udef and udef.on_rightclick and
not (placer and placer:is_player() and
placer:get_player_control().sneak) then
return udef.on_rightclick(under, node, placer, itemstack,
pointed_thing) or itemstack
end
if not pointed_thing.type == "node" then
return
end
if carts:is_rail(pointed_thing.under) then
minetest.add_entity(pointed_thing.under, "carts:cart")
elseif carts:is_rail(pointed_thing.above) then
minetest.add_entity(pointed_thing.above, "carts:cart")
else
return
end
minetest.sound_play({name = "default_place_node_metal", gain = 0.5},
{pos = pointed_thing.above})
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(placer:get_player_name())) then
itemstack:take_item()
end
return itemstack
end,
})
minetest.register_craft({
output = "carts:cart",
recipe = {
{"default:steel_ingot", "", "default:steel_ingot"},
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
},
})