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rover.lua
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rover.lua
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-- Parameters
local ACDC = 0.15 -- Acceleration / decelleration
local TURNSP = 0.02 -- Maximum yaw speed
-- Functions
local function get_sign(i)
if i == 0 then
return 0
else
return i / math.abs(i)
end
end
local function get_velocity(v, yaw, y)
local x = -math.sin(yaw) * v
local z = math.cos(yaw) * v
return {x = x, y = y, z = z}
end
local function get_v(v)
return math.sqrt(v.x ^ 2 + v.z ^ 2)
end
-- Rover entity
local rover = {
physical = true,
collide_with_objects = true,
collisionbox = {-0.7, 0.4, -0.7, 0.7, 1.0, 0.7},
visual = "cube",
visual_size = {x = 2.0, y = 2.0},
textures = {
-- Top, base, right, left, front, back
"moonrealm_rover_top.png",
"moonrealm_rover_base.png",
"moonrealm_rover_right.png",
"moonrealm_rover_left.png",
"moonrealm_rover_front.png",
"moonrealm_rover_back.png",
},
stepheight = 0,
driver = nil,
v = 0,
last_v = 0,
removed = false,
}
-- Rover item
minetest.register_craftitem("moonrealm:rover", {
description = "Rover",
inventory_image = "moonrealm_rover_front.png",
wield_scale = {x = 2, y = 2, z = 2},
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:get_player_control().sneak) then
return udef.on_rightclick(under, node, placer, itemstack,
pointed_thing) or itemstack
end
if pointed_thing.type == "node" and
minetest.registered_nodes[node.name].walkable then
under.y = under.y + 1.5
local rover = minetest.add_entity(under, "moonrealm:rover")
if rover then
rover:setyaw(placer:get_look_horizontal())
if not minetest.settings:get_bool("creative_mode") then
itemstack:take_item()
end
end
end
return itemstack
end,
})
-- Register entity
minetest.register_entity("moonrealm:rover", rover)
-- Rover entity functions
function rover:on_rightclick(clicker)
if not clicker or not clicker:is_player() then
return
end
local name = clicker:get_player_name()
if self.driver and clicker == self.driver then
self.driver = nil
clicker:set_detach()
default.player_attached[name] = false
default.player_set_animation(clicker, "stand" , 30)
elseif not self.driver then
local attach = clicker:get_attach()
if attach and attach:get_luaentity() then
local luaentity = attach:get_luaentity()
if luaentity.driver then
luaentity.driver = nil
end
clicker:set_detach()
end
self.driver = clicker
clicker:set_attach(self.object, "",
{x = 0, y = 3, z = -2}, {x = 0, y = 0, z = 0})
default.player_attached[name] = true
minetest.after(0.2, function()
default.player_set_animation(clicker, "sit" , 30)
end)
clicker:set_look_horizontal(self.object:getyaw())
end
end
function rover.on_activate(self, staticdata, dtime_s)
self.object:set_armor_groups({immortal = 1})
if staticdata then
self.v = tonumber(staticdata)
end
self.last_v = self.v
end
function rover.get_staticdata(self)
return tostring(self.v)
end
function rover.on_punch(self, puncher, time_from_last_punch,
tool_capabilities, direction)
if not puncher or not puncher:is_player() or self.removed then
return
end
if self.driver and puncher == self.driver then
self.driver = nil
puncher:set_detach()
default.player_attached[puncher:get_player_name()] = false
end
if not self.driver then
self.removed = true
local inv = puncher:get_inventory()
if not minetest.setting_getbool("creative_mode")
or not inv:contains_item("main", "moonrealm:rover") then
local leftover = inv:add_item("main", "moonrealm:rover")
-- If no room in inventory add a replacement rover to the world
if not leftover:is_empty() then
minetest.add_item(self.object:getpos(), leftover)
end
end
-- Delay remove to ensure player is detached
minetest.after(0.1, function()
self.object:remove()
end)
end
end
function rover:on_step(dtime)
local ctrl
if self.driver then
ctrl = self.driver:get_player_control()
end
if (not ctrl or not (ctrl.up or ctrl.down)) and
vector.equals(self.object:getvelocity(), {x = 0, y = 0, z = 0}) then
-- Either no driver or driver but no accelerator, and stationary
return
end
-- Touching ground?
local obj_pos = self.object:getpos()
obj_pos.y = obj_pos.y - 1.1
local under_pos = obj_pos
local node_under = minetest.get_node(under_pos)
local nodedef_under = minetest.registered_nodes[node_under.name]
local touch_ground = nodedef_under.walkable
local absv = get_v(self.object:getvelocity())
self.v = absv * get_sign(self.v)
if touch_ground then
-- Acceleration and steering
if self.driver then
if ctrl.up then
self.v = self.v + ACDC
elseif ctrl.down then
self.v = self.v - ACDC
end
local turn
local maxturn = (1 + dtime * 2) * TURNSP
if absv < 4 then
turn = maxturn * absv / 4
else
turn = maxturn * (1 - (absv - 4) / 8)
end
if ctrl.left then
self.object:setyaw(self.object:getyaw() + turn)
elseif ctrl.right then
self.object:setyaw(self.object:getyaw() - turn)
end
end
-- Slowing from resistence
local s = get_sign(self.v)
self.v = self.v - 0.04 * s
if s ~= get_sign(self.v) then
self.object:setvelocity({x = 0, y = 0, z = 0})
self.v = 0
return
end
-- Limit to max speed
if absv > 8 then
self.v = 8 * get_sign(self.v)
end
end
-- Vertical behaviour
local obj_pos = self.object:getpos()
obj_pos.y = obj_pos.y - 0.5
local nodedef_in = minetest.registered_nodes[minetest.get_node(obj_pos).name]
if nodedef_in.walkable then
-- In node, jump up
self.object:setacceleration({x = 0, y = 0, z = 0})
self.object:setvelocity(get_velocity(self.v,
self.object:getyaw(), math.max(absv / 2, 1)))
self.object:setpos(self.object:getpos())
else
if not touch_ground then
-- No node under, freefall
self.object:setacceleration({x = 0, y = -1.962, z = 0})
self.object:setvelocity(get_velocity(self.v, self.object:getyaw(),
self.object:getvelocity().y))
self.object:setpos(self.object:getpos())
else
-- Node under, on surface, check y velocity
if self.object:getvelocity().y < 0 then
-- Landing on surface
local pos = self.object:getpos()
pos.y = math.floor(pos.y) + 0.5
self.object:setacceleration({x = 0, y = 0, z = 0})
self.object:setvelocity(get_velocity(self.v, self.object:getyaw(), 0))
self.object:setpos(pos)
else
-- On surface or jumping up through surface
self.object:setacceleration({x = 0, y = 0, z = 0})
self.object:setvelocity(get_velocity(self.v, self.object:getyaw(),
self.object:getvelocity().y))
self.object:setpos(self.object:getpos())
end
if node_under.name == "moonrealm:dust" or
node_under.name == "moonrealm:dustprint1" or
node_under.name == "moonrealm:dustprint2" then
minetest.set_node(under_pos, {name = "moonrealm:dusttrack"})
end
end
end
end