function boost_cart:on_rail_step(entity, pos, distance) -- Play rail sound if entity.sound_counter <= 0 then minetest.sound_play("cart_rail", { pos = pos, max_hear_distance = 40, gain = 0.5 }) entity.sound_counter = math.random(4, 15) end entity.sound_counter = entity.sound_counter - distance if boost_cart.MESECONS then boost_cart:signal_detector_rail(pos) end end local cart_entity = { initial_properties = { 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, sound_counter = 0, railtype = nil, attached_items = {} } -- Model and textures if boost_cart.MTG_CARTS then cart_entity.initial_properties.mesh = "carts_cart.b3d" cart_entity.initial_properties.textures = {"carts_cart.png"} end 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 boost_cart:manage_attachment(clicker, nil) elseif not self.driver then self.driver = player_name boost_cart:manage_attachment(clicker, self.object) if default.player_set_animation then -- player_api(/default) does not update the animation -- when the player is attached, reset to default animation default.player_set_animation(clicker, "stand") end end end function cart_entity:on_activate(staticdata, dtime_s) self.object:set_armor_groups({immortal=1}) self.sound_counter = math.random(4, 15) 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 self.old_dir = data.old_dir or self.old_dir self.old_pos = data.old_pos or self.old_pos -- Correct the position when the cart drives further after the last 'step()' if self.old_pos and boost_cart:is_rail(self.old_pos, self.railtype) then self.object:set_pos(self.old_pos) end end function cart_entity:get_staticdata() return minetest.serialize({ railtype = self.railtype, old_dir = self.old_dir, old_pos = self.old_pos }) 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 boost_cart:manage_attachment(child, 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 if not puncher or not puncher:is_player() then local cart_dir = boost_cart: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.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:set_pos(self.old_pos) end local player = minetest.get_player_by_name(self.driver) boost_cart:manage_attachment(player, nil) end for _, obj_ in pairs(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(pos, leftover) end self.object:remove() return end -- Driver punches to accelerate the cart if puncher:get_player_name() == self.driver then if math.abs(vel.x + vel.z) > boost_cart.punch_speed_max then return end end local punch_dir = boost_cart:velocity_to_dir(puncher:get_look_dir()) punch_dir.y = 0 local cart_dir = boost_cart: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 -- Faulty tool registrations may cause the interval to be set to 0 ! if tool_capabilities and (tool_capabilities.full_punch_interval or 0) > 0 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.punched = true end local v3_len = vector.length function cart_entity:on_step(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 = boost_cart: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 local distance = 1 -- 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() distance = dtime * (v3_len(vel) + 0.5 * dtime * v3_len(acc)) local new_pos, new_dir = boost_cart: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 -- dir: New moving direction of the cart -- switch_keys: Currently pressed L(1) or R(2) key, -- used to ignore the key on the next rail node local dir, switch_keys = boost_cart:get_rail_direction( pos, cart_dir, ctrl, self.old_switch, self.railtype ) local dir_changed = not vector.equals(dir, self.old_dir) local acc = 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 boost_cart: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 -- Calculate current cart acceleration acc = nil local acc_meta = minetest.get_meta(pos):get_string("cart_acceleration") if acc_meta == "halt" and not self.punched then -- Stop rail vel = {x=0, y=0, z=0} acc = false pos = vector.round(pos) update.pos = true update.vel = true end if acc == nil then -- Meta speed modifier local speed_mod = tonumber(acc_meta) if speed_mod and speed_mod ~= 0 then -- Try to make it similar to the original carts mod acc = speed_mod * 10 end end if acc == nil and boost_cart.MTG_CARTS then -- MTG Cart API adaption local rail_node = minetest.get_node(vector.round(pos)) local railparam = carts.railparams[rail_node.name] if railparam and railparam.acceleration then acc = railparam.acceleration end end if acc ~= false then -- Handbrake if ctrl and ctrl.down then acc = (acc or 0) - 2 elseif acc == nil then acc = -0.4 end end if ctrl and ctrl.sneak then -- Descend when sneak is pressed boost_cart:manage_attachment(player, nil) player = nil ctrl = nil end if acc then -- Slow down or speed up, depending on Y direction acc = acc + dir.y * -2.1 else acc = 0 end end -- Limit cart speed local vel_len = vector.length(vel) if vel_len > boost_cart.speed_max then vel = vector.multiply(vel, boost_cart.speed_max / vel_len) update.vel = true end if vel_len >= boost_cart.speed_max and acc > 0 then acc = 0 end self.object:set_acceleration(vector.multiply(dir, acc)) self.old_pos = vector.round(pos) local old_y_dir = self.old_dir.y if not vector.equals(dir, {x=0, y=0, z=0}) and not stop_wiggle then self.old_dir = dir else -- Cart stopped, set the animation to 0 self.old_dir.y = 0 end self.old_switch = switch_keys boost_cart:on_rail_step(self, self.old_pos, distance) if self.punched then -- Collect dropped items for _, obj_ in pairs(minetest.get_objects_inside_radius(pos, 1)) do local ent = obj_:get_luaentity() -- Careful here: physical_state and disable_physics are item-internal APIs if ent and ent.name == "__builtin:item" and ent.physical_state then -- Check API to support 5.2.0 and older if ent.disable_physics then ent:disable_physics() end 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 if not (update.vel or update.pos) then return end -- Re-use "dir", localize self.old_dir dir = self.old_dir local yaw = 0 if dir.x < 0 then yaw = 0.5 elseif dir.x > 0 then yaw = 1.5 elseif 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) -- Change player model rotation, depending on the Y direction if player and dir.y ~= old_y_dir then local feet = {x=0, y=-4, z=0} local eye = {x=0, y=-4, z=0} if dir.y ~= 0 then -- TODO: Find a better way to calculate this feet.y = feet.y + 4 feet.z = -dir.y * 2 eye.z = -dir.y * 8 end player:set_attach(self.object, "", feet, {x=dir.y * -30, y=0, z=0}) player:set_eye_offset(eye, eye) end 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 end minetest.register_entity(":carts:cart", cart_entity) -- Register item to place the entity if not boost_cart.MTG_CARTS then 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 boost_cart:is_rail(pointed_thing.under) then minetest.add_entity(pointed_thing.under, "carts:cart") elseif boost_cart:is_rail(pointed_thing.above) then minetest.add_entity(pointed_thing.above, "carts:cart") else return end if not minetest.settings:get_bool("creative_mode") 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"}, }, }) end