1
0
mirror of https://github.com/sys4-fr/server-nalc.git synced 2024-11-18 00:08:25 +01:00
server-nalc/mods/carts/init.lua
2016-08-11 22:43:25 +02:00

411 lines
11 KiB
Lua

carts = {}
carts.modpath = minetest.get_modpath("carts")
-- Maximal speed of the cart in m/s
carts.speed_max = minetest.setting_get("movement_speed_walk")*3*0.9
-- Minimal speed of the cart on brake rail
carts.brake_speed_min = minetest.setting_get("movement_speed_walk")/2
-- Set to nil to disable punching the cart from inside (min = -1)
carts.punch_speed_min = 7
-- 1 disable mesecons / 0 enable mesecons
carts.mesecon_disabled = 1
if not carts.modpath then
error("\nWrong mod directory name! Please change it to 'carts'.\n" ..
"See also: http://dev.minetest.net/Installing_Mods")
end
function vector.floor(v)
return {
x = math.floor(v.x),
y = math.floor(v.y),
z = math.floor(v.z)
}
end
dofile(carts.modpath.."/functions.lua")
dofile(carts.modpath.."/rails.lua")
if not carts.mesecon_disabled and mesecon then
dofile(carts.modpath.."/detector.lua")
end
-- Support for non-default games
if not default.player_attached then
default.player_attached = {}
end
carts.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,
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 carts.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
carts:manage_attachment(clicker, false)
self.object:setacceleration({x=0, y=0, z=0}) -- Stops the cart when we leave it
self.object:setvelocity({x=0, y=0, z=0})
elseif not self.driver then
self.driver = player_name
carts:manage_attachment(clicker, true, self.object)
end
end
function carts.cart: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 not data or type(data) ~= "table" then
return
end
self.railtype = data.railtype
if data.old_dir then
self.old_dir = data.old_dir
end
end
function carts.cart:get_staticdata()
return minetest.serialize({
railtype = self.railtype,
old_dir = self.old_dir
})
end
function carts.cart:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
local pos = self.object:getpos()
if not self.railtype then
local bar = vector.floor(vector.add(pos, 0.1))
local node = minetest.get_node(bar).name
self.railtype = minetest.get_item_group(node, "connect_to_raillike")
end
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, 3)
self.old_pos = nil
self.punched = true
return
end
if puncher:get_player_control().sneak then
-- Pick up cart: Drop all attachments
if self.driver then
if self.old_pos then
self.object:setpos(self.old_pos)
end
local player = minetest.get_player_by_name(self.driver)
carts:manage_attachment(player, false)
end
for _,obj_ in ipairs(self.attached_items) do
if obj_ then
obj_:set_detach()
end
end
local leftover = puncher:get_inventory():add_item("main", "carts:cart")
if not leftover:is_empty() then
minetest.add_item(self.object:getpos(), leftover)
end
self.object:remove()
return
end
local vel = self.object:getvelocity()
if puncher:get_player_name() == self.driver then
if math.abs(vel.x + vel.z) > carts.punch_speed_min then
return
end
--end --Only the driver can punch
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 = 3 * (time_from_last_punch / punch_interval)
self.velocity = vector.multiply(cart_dir, f)
self.old_dir = cart_dir
self.old_pos = nil
self.punched = true
end
end
function carts.cart:on_step(dtime)
local vel = self.object:getvelocity()
local update = {}
if self.punched then
vel = vector.add(vel, self.velocity)
self.object:setvelocity(vel)
self.old_dir.y = 0
elseif vector.equals(vel, {x=0, y=0, z=0}) then
return
end
-- dir: New moving direction of the cart
-- last_switch: Currently pressed L/R key, used to ignore the key on the next rail node
local dir, last_switch
local pos = self.object:getpos()
local is_slow = ((vel.x ~= 0 and math.abs(vel.x) <= carts.brake_speed_min) or
(vel.y ~= 0 and math.abs(vel.y) <= carts.brake_speed_min) or
(vel.z ~= 0 and math.abs(vel.z) <= carts.brake_speed_min)) and
string.match(minetest.get_node(pos).name, "brake")
if self.old_pos and not self.punched then
local flo_pos = vector.round(pos)
local flo_old = vector.round(self.old_pos)
if vector.equals(flo_pos, flo_old) and not is_slow then -- Do not check one node multiple times (but check if low speed)
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
if self.old_pos then
-- Detection for "skipping" nodes
local expected_pos = vector.add(self.old_pos, self.old_dir)
local found_path = carts:pathfinder(
pos, expected_pos, self.old_dir, ctrl, self.old_switch, self.railtype
)
if not found_path and not is_slow then
-- No rail found: reset back to the expected position
pos = expected_pos
update.pos = true
end
end
local cart_dir = carts:velocity_to_dir(vel)
local max_vel = carts.speed_max
if not dir then
dir, last_switch = carts:get_rail_direction(
pos, cart_dir, ctrl, self.old_switch, self.railtype
)
end
local new_acc = {x=0, y=0, z=0}
local speed_mod = 0
if vector.equals(dir, {x=0, y=0, z=0}) then
vel = {x=0, y=0, z=0}
pos = vector.round(pos)
update.pos = true
update.vel = 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)
update.pos = 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)
update.pos = true
end
-- Up, down?
if dir.y ~= self.old_dir.y then
vel.y = dir.y * math.abs(vel.x + vel.z)
pos = vector.round(pos)
update.pos = true
end
-- Slow down or speed up in slopes..
local acc = dir.y * -1.8
-- MFF : Some rails have bad acceleration property, reinit them !
-- this code would be commented when all rails will be corrected
local rail = minetest.get_node(pos)
if string.match(rail.name, "power")
then minetest.get_meta(pos):set_string("cart_acceleration", "1")
elseif string.match(rail.name, "brake") then minetest.get_meta(pos):set_string("cart_acceleration", "-1")
else minetest.get_meta(pos):set_string("cart_acceleration", "0")
end
-- Change acceleration by rail (power/brake)
local speed_mod_string = minetest.get_meta(pos):get_string("cart_acceleration")
if speed_mod_string and speed_mod_string ~= ""
then speed_mod = tonumber(speed_mod_string)
else speed_mod = 0
end
if speed_mod > 0 then speed_mod = 2
elseif speed_mod < 0 then speed_mod = -2
else speed_mod = 0
end
--[[if speed_mod_string == "halt" then --stop rail, not used in MFF
vel = {x=0, y=0, z=0}
acc = 0
pos = vector.round(pos)
update.pos = true
update.vel = true
else--]]if speed_mod and speed_mod ~= 0 then
acc = acc + (speed_mod * 10)
else
--acc = acc - 0.4 --No friction (to be set as an option)
-- Handbrake
if ctrl and ctrl.down then
acc = acc - 1.2
end
end
if self.old_dir.y == 0 and not self.punched then
-- Stop the cart swing between two rail parts (handbrake)
if vector.equals(vector.multiply(self.old_dir, -1), dir) then
vel = {x=0, y=0, z=0}
acc = 0
if self.old_pos then
pos = vector.new(self.old_pos)
update.pos = true
end
dir = vector.new(self.old_dir)
update.vel = true
end
end
new_acc = vector.multiply(dir, acc)
end
if not carts.mesecon_disabled and mesecon then
carts:signal_detector_rail(vector.round(pos))
end
-- Limits
for _,v in ipairs({"x","y","z"}) do
if speed_mod > 0 and math.abs(vel[v]) > max_vel then
vel[v] = carts:get_sign(vel[v]) * max_vel
new_acc[v] = 0
update.vel = true
elseif speed_mod < 0 and vel[v] ~= 0 and math.abs(vel[v]) <= carts.brake_speed_min then
vel[v] = carts:get_sign(vel[v]) * carts.brake_speed_min
new_acc[v] = 0
update.vel = true
end
end
self.object:setacceleration(new_acc)
self.old_pos = vector.new(pos)
if not vector.equals(dir, {x=0, y=0, z=0}) then
self.old_dir = vector.new(dir)
end
self.old_switch = last_switch
if self.punched then
-- Collect dropped items
for _,obj_ in ipairs(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 -- update player animation
end
if not (update.vel or update.pos) then
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:setyaw(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)
self.object:setvelocity(vel)
if update.pos then
self.object:setpos(pos)
end
update = nil
end
minetest.register_entity(":carts:cart", carts.cart)
minetest.register_craftitem(":carts:cart", {
description = "Cart (Sneak+Click to pick up)",
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 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
itemstack:take_item()
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"},
},
})