mirror of
https://github.com/sys4-fr/server-nalc.git
synced 2024-12-26 02:30:38 +01:00
411 lines
11 KiB
Lua
411 lines
11 KiB
Lua
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carts = {}
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carts.modpath = minetest.get_modpath("carts")
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-- Maximal speed of the cart in m/s
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carts.speed_max = minetest.setting_get("movement_speed_walk")*3*0.9
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-- Minimal speed of the cart on brake rail
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carts.brake_speed_min = minetest.setting_get("movement_speed_walk")/2
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-- Set to nil to disable punching the cart from inside (min = -1)
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carts.punch_speed_min = 7
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-- 1 disable mesecons / 0 enable mesecons
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carts.mesecon_disabled = 1
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if not carts.modpath then
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error("\nWrong mod directory name! Please change it to 'carts'.\n" ..
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"See also: http://dev.minetest.net/Installing_Mods")
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end
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function vector.floor(v)
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return {
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x = math.floor(v.x),
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y = math.floor(v.y),
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z = math.floor(v.z)
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}
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end
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dofile(carts.modpath.."/functions.lua")
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dofile(carts.modpath.."/rails.lua")
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if not carts.mesecon_disabled and mesecon then
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dofile(carts.modpath.."/detector.lua")
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end
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-- Support for non-default games
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if not default.player_attached then
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default.player_attached = {}
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end
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carts.cart = {
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physical = false,
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collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
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visual = "mesh",
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mesh = "cart.x",
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visual_size = {x=1, y=1},
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textures = {"cart.png"},
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driver = nil,
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punched = false, -- used to re-send velocity and position
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velocity = {x=0, y=0, z=0}, -- only used on punch
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old_dir = {x=1, y=0, z=0}, -- random value to start the cart on punch
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old_pos = nil,
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old_switch = 0,
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railtype = nil,
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attached_items = {}
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}
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function carts.cart:on_rightclick(clicker)
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if not clicker or not clicker:is_player() then
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return
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end
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local player_name = clicker:get_player_name()
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if self.driver and player_name == self.driver then
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self.driver = nil
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carts:manage_attachment(clicker, false)
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self.object:setacceleration({x=0, y=0, z=0}) -- Stops the cart when we leave it
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self.object:setvelocity({x=0, y=0, z=0})
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elseif not self.driver then
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self.driver = player_name
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carts:manage_attachment(clicker, true, self.object)
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end
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end
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function carts.cart:on_activate(staticdata, dtime_s)
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self.object:set_armor_groups({immortal=1})
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if string.sub(staticdata, 1, string.len("return")) ~= "return" then
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return
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end
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local data = minetest.deserialize(staticdata)
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if not data or type(data) ~= "table" then
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return
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end
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self.railtype = data.railtype
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if data.old_dir then
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self.old_dir = data.old_dir
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end
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end
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function carts.cart:get_staticdata()
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return minetest.serialize({
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railtype = self.railtype,
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old_dir = self.old_dir
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})
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end
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function carts.cart:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
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local pos = self.object:getpos()
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if not self.railtype then
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local bar = vector.floor(vector.add(pos, 0.1))
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local node = minetest.get_node(bar).name
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self.railtype = minetest.get_item_group(node, "connect_to_raillike")
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end
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if not puncher or not puncher:is_player() then
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local cart_dir = carts:get_rail_direction(pos, self.old_dir, nil, nil, self.railtype)
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if vector.equals(cart_dir, {x=0, y=0, z=0}) then
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return
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end
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self.velocity = vector.multiply(cart_dir, 3)
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self.old_pos = nil
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self.punched = true
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return
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end
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if puncher:get_player_control().sneak then
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-- Pick up cart: Drop all attachments
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if self.driver then
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if self.old_pos then
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self.object:setpos(self.old_pos)
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end
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local player = minetest.get_player_by_name(self.driver)
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carts:manage_attachment(player, false)
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end
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for _,obj_ in ipairs(self.attached_items) do
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if obj_ then
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obj_:set_detach()
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end
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end
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local leftover = puncher:get_inventory():add_item("main", "carts:cart")
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if not leftover:is_empty() then
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minetest.add_item(self.object:getpos(), leftover)
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end
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self.object:remove()
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return
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end
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local vel = self.object:getvelocity()
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if puncher:get_player_name() == self.driver then
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if math.abs(vel.x + vel.z) > carts.punch_speed_min then
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return
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end
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--end --Only the driver can punch
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local punch_dir = carts:velocity_to_dir(puncher:get_look_dir())
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punch_dir.y = 0
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local cart_dir = carts:get_rail_direction(pos, punch_dir, nil, nil, self.railtype)
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if vector.equals(cart_dir, {x=0, y=0, z=0}) then
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return
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end
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local punch_interval = 1
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if tool_capabilities and tool_capabilities.full_punch_interval then
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punch_interval = tool_capabilities.full_punch_interval
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end
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time_from_last_punch = math.min(time_from_last_punch or punch_interval, punch_interval)
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local f = 3 * (time_from_last_punch / punch_interval)
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self.velocity = vector.multiply(cart_dir, f)
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self.old_dir = cart_dir
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self.old_pos = nil
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self.punched = true
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end
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end
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function carts.cart:on_step(dtime)
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local vel = self.object:getvelocity()
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local update = {}
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if self.punched then
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vel = vector.add(vel, self.velocity)
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self.object:setvelocity(vel)
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self.old_dir.y = 0
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elseif vector.equals(vel, {x=0, y=0, z=0}) then
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return
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end
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-- dir: New moving direction of the cart
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-- last_switch: Currently pressed L/R key, used to ignore the key on the next rail node
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local dir, last_switch
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local pos = self.object:getpos()
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local is_slow = ((vel.x ~= 0 and math.abs(vel.x) <= carts.brake_speed_min) or
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(vel.y ~= 0 and math.abs(vel.y) <= carts.brake_speed_min) or
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(vel.z ~= 0 and math.abs(vel.z) <= carts.brake_speed_min)) and
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string.match(minetest.get_node(pos).name, "brake")
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if self.old_pos and not self.punched then
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local flo_pos = vector.round(pos)
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local flo_old = vector.round(self.old_pos)
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if vector.equals(flo_pos, flo_old) and not is_slow then -- Do not check one node multiple times (but check if low speed)
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return
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end
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end
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local ctrl, player
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-- Get player controls
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if self.driver then
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player = minetest.get_player_by_name(self.driver)
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if player then
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ctrl = player:get_player_control()
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end
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end
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if self.old_pos then
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-- Detection for "skipping" nodes
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local expected_pos = vector.add(self.old_pos, self.old_dir)
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local found_path = carts:pathfinder(
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pos, expected_pos, self.old_dir, ctrl, self.old_switch, self.railtype
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)
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if not found_path and not is_slow then
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-- No rail found: reset back to the expected position
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pos = expected_pos
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update.pos = true
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end
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end
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local cart_dir = carts:velocity_to_dir(vel)
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local max_vel = carts.speed_max
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if not dir then
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dir, last_switch = carts:get_rail_direction(
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pos, cart_dir, ctrl, self.old_switch, self.railtype
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)
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end
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local new_acc = {x=0, y=0, z=0}
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local speed_mod = 0
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if vector.equals(dir, {x=0, y=0, z=0}) then
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vel = {x=0, y=0, z=0}
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pos = vector.round(pos)
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update.pos = true
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update.vel = true
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else
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-- If the direction changed
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if dir.x ~= 0 and self.old_dir.z ~= 0 then
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vel.x = dir.x * math.abs(vel.z)
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vel.z = 0
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pos.z = math.floor(pos.z + 0.5)
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update.pos = true
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end
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if dir.z ~= 0 and self.old_dir.x ~= 0 then
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vel.z = dir.z * math.abs(vel.x)
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vel.x = 0
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pos.x = math.floor(pos.x + 0.5)
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update.pos = true
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end
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-- Up, down?
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if dir.y ~= self.old_dir.y then
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vel.y = dir.y * math.abs(vel.x + vel.z)
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pos = vector.round(pos)
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update.pos = true
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end
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-- Slow down or speed up in slopes..
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local acc = dir.y * -1.8
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-- MFF : Some rails have bad acceleration property, reinit them !
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-- this code would be commented when all rails will be corrected
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local rail = minetest.get_node(pos)
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if string.match(rail.name, "power")
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then minetest.get_meta(pos):set_string("cart_acceleration", "1")
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elseif string.match(rail.name, "brake") then minetest.get_meta(pos):set_string("cart_acceleration", "-1")
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else minetest.get_meta(pos):set_string("cart_acceleration", "0")
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end
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-- Change acceleration by rail (power/brake)
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local speed_mod_string = minetest.get_meta(pos):get_string("cart_acceleration")
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if speed_mod_string and speed_mod_string ~= ""
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then speed_mod = tonumber(speed_mod_string)
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else speed_mod = 0
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end
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if speed_mod > 0 then speed_mod = 2
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elseif speed_mod < 0 then speed_mod = -2
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else speed_mod = 0
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end
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--[[if speed_mod_string == "halt" then --stop rail, not used in MFF
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vel = {x=0, y=0, z=0}
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acc = 0
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pos = vector.round(pos)
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update.pos = true
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update.vel = true
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else--]]if speed_mod and speed_mod ~= 0 then
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acc = acc + (speed_mod * 10)
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else
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--acc = acc - 0.4 --No friction (to be set as an option)
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-- Handbrake
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if ctrl and ctrl.down then
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acc = acc - 1.2
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end
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end
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if self.old_dir.y == 0 and not self.punched then
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-- Stop the cart swing between two rail parts (handbrake)
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if vector.equals(vector.multiply(self.old_dir, -1), dir) then
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vel = {x=0, y=0, z=0}
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acc = 0
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if self.old_pos then
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pos = vector.new(self.old_pos)
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update.pos = true
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end
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dir = vector.new(self.old_dir)
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update.vel = true
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end
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end
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new_acc = vector.multiply(dir, acc)
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end
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if not carts.mesecon_disabled and mesecon then
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carts:signal_detector_rail(vector.round(pos))
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end
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-- Limits
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for _,v in ipairs({"x","y","z"}) do
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if speed_mod > 0 and math.abs(vel[v]) > max_vel then
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vel[v] = carts:get_sign(vel[v]) * max_vel
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new_acc[v] = 0
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update.vel = true
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elseif speed_mod < 0 and vel[v] ~= 0 and math.abs(vel[v]) <= carts.brake_speed_min then
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vel[v] = carts:get_sign(vel[v]) * carts.brake_speed_min
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new_acc[v] = 0
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update.vel = 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.old_pos = vector.new(pos)
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if not vector.equals(dir, {x=0, y=0, z=0}) then
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self.old_dir = vector.new(dir)
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end
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self.old_switch = last_switch
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if self.punched then
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-- Collect dropped items
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for _,obj_ in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
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if not obj_:is_player() and
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obj_:get_luaentity() and
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not obj_:get_luaentity().physical_state and
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obj_:get_luaentity().name == "__builtin:item" then
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obj_:set_attach(self.object, "", {x=0, y=0, z=0}, {x=0, y=0, z=0})
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self.attached_items[#self.attached_items + 1] = obj_
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end
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end
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self.punched = false
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update.vel = true -- update player animation
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end
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if not (update.vel or update.pos) then
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return
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end
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local yaw = 0
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if self.old_dir.x < 0 then
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yaw = 0.5
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elseif self.old_dir.x > 0 then
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yaw = 1.5
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elseif self.old_dir.z < 0 then
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yaw = 1
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end
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self.object:setyaw(yaw * math.pi)
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local anim = {x=0, y=0}
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if dir.y == -1 then
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anim = {x=1, y=1}
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elseif dir.y == 1 then
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anim = {x=2, y=2}
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end
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self.object:set_animation(anim, 1, 0)
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self.object:setvelocity(vel)
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if update.pos then
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self.object:setpos(pos)
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end
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update = nil
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end
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minetest.register_entity(":carts:cart", carts.cart)
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minetest.register_craftitem(":carts:cart", {
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description = "Cart (Sneak+Click to pick up)",
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inventory_image = minetest.inventorycube("cart_top.png", "cart_side.png", "cart_side.png"),
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wield_image = "cart_side.png",
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on_place = function(itemstack, placer, pointed_thing)
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if not pointed_thing.type == "node" then
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return
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end
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if carts:is_rail(pointed_thing.under) then
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minetest.add_entity(pointed_thing.under, "carts:cart")
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elseif carts:is_rail(pointed_thing.above) then
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minetest.add_entity(pointed_thing.above, "carts:cart")
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else return end
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itemstack:take_item()
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return itemstack
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end,
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})
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minetest.register_craft({
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output = "carts:cart",
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recipe = {
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{"default:steel_ingot", "", "default:steel_ingot"},
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{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
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},
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})
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