This commit is contained in:
Alexsandro Percy 2022-01-13 19:18:37 -03:00
parent 9e804374bd
commit 539f96a727
38 changed files with 1444 additions and 1 deletions

3
README.md Normal file → Executable file
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# automobiles
automobiles mod for minetest
Modpack to add automobiles to minetest

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--global constants
automobiles.vector_up = vector.new(0, 1, 0)
function automobiles.check_road_is_ok(obj, max_acc_factor)
local pos_below = obj:get_pos()
pos_below.y = pos_below.y - 0.1
local node_below = minetest.get_node(pos_below).name
--minetest.chat_send_all(node_below)
local nodedef = minetest.registered_nodes[node_below]
if nodedef.liquidtype == "none" then
local slow_nodes = {
['default:ice '] = 0.01,
['default:cave_ice'] = 0.01,
}
local acc = slow_nodes[node_below]
if acc == nil then acc = max_acc_factor end
return acc
else
return 0
end
end
function automobiles.control(self, dtime, hull_direction, longit_speed, longit_drag, later_drag, accel, max_acc_factor, max_speed, steering_limit, steering_speed)
self._last_time_command = self._last_time_command + dtime
if self._last_time_command > 1 then self._last_time_command = 1 end
local player = minetest.get_player_by_name(self.driver_name)
local retval_accel = accel;
-- player control
if player then
local ctrl = player:get_player_control()
local acc = 0
if self._engine_running then
--running
if longit_speed < max_speed and ctrl.up then
--get acceleration factor
acc = automobiles.check_road_is_ok(self.object, max_acc_factor)
--minetest.chat_send_all('engineacc: '.. engineacc)
if acc > 1 and acc < max_acc_factor and longit_speed > 0 then
--improper road will reduce speed
acc = -1
end
end
else
--slow maneuver
if longit_speed < 1.0 and ctrl.up then
--get acceleration factor
acc = automobiles.check_road_is_ok(self.object, max_acc_factor)
--minetest.chat_send_all('engineacc: '.. engineacc)
if acc > 1 and acc < max_acc_factor and longit_speed > 0 then
--improper road will reduce speed
acc = -1
end
end
end
--reversing
if ctrl.sneak and longit_speed <= 1.0 and longit_speed > -1.0 then
acc = -1
end
--break
if ctrl.down then
if math.abs(longit_speed) > 0 then
acc = -5 / (longit_speed / 2) -- lets set a brake efficience based on speed
end
--total stop
--wheel break
if longit_speed >= 0.1 then
acc = -1
end
if longit_speed <= -0.1 then
acc = 1
end
if math.abs(longit_speed) <= 0.1 then
-- do not like it here, but worked better
acc = 0
--self.object:set_acceleration(zero)
self.object:set_velocity(vector.new())
end
end
if acc then retval_accel=vector.add(accel,vector.multiply(hull_direction,acc)) end
if ctrl.aux1 then
--[[
--sets the engine running - but sets a delay also, cause keypress
if self._last_time_command > 0.3 then
self._last_time_command = 0
if self._engine_running then
self._engine_running = false
-- sound and animation
if self.sound_handle then
minetest.sound_stop(self.sound_handle)
self.sound_handle = nil
end
--self.engine:set_animation_frame_speed(0)
elseif self._engine_running == false and self._energy > 0 then
self._engine_running = true
-- sound and animation
self.sound_handle = minetest.sound_play({name = "engine"},
{object = self.object, gain = 2.0, pitch = 1.0, max_hear_distance = 32, loop = true,})
--self.engine:set_animation_frame_speed(30)
end
end]]--
end
-- steering
if ctrl.right then
self._steering_angle = math.max(self._steering_angle-steering_speed*dtime,-steering_limit)
elseif ctrl.left then
self._steering_angle = math.min(self._steering_angle+steering_speed*dtime,steering_limit)
else
--center steering
if longit_speed > 0 then
local factor = 1
if self._steering_angle > 0 then factor = -1 end
local correction = (steering_limit*(longit_speed/100)) * factor
local before_correction = self._steering_angle
self._steering_angle = self._steering_angle + correction
if math.sign(before_correction) ~= math.sign(self._steering_angle) then self._steering_angle = 0 end
end
end
local angle_factor = self._steering_angle / 60
if angle_factor < 0 then angle_factor = angle_factor * -1 end
local deacc_on_curve = longit_speed * angle_factor
deacc_on_curve = deacc_on_curve * -1
if deacc_on_curve then retval_accel=vector.add(retval_accel,vector.multiply(hull_direction,deacc_on_curve)) end
end
return retval_accel
end

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local min = math.min
local abs = math.abs
function automobiles.physics(self)
local vel=self.object:get_velocity()
-- dumb friction
--[[if self.isonground and not self.isinliquid then
self.object:set_velocity({x= vel.x> 0.2 and vel.x*mobkit.friction or 0,
y=vel.y,
z=vel.z > 0.2 and vel.z*mobkit.friction or 0})
end]]--
-- bounciness
if self.springiness and self.springiness > 0 then
local vnew = vector.new(vel)
if not self.collided then -- ugly workaround for inconsistent collisions
for _,k in ipairs({'y','z','x'}) do
if vel[k]==0 and abs(self.lastvelocity[k])> 0.1 then
vnew[k]=-self.lastvelocity[k]*self.springiness
end
end
end
if not vector.equals(vel,vnew) then
self.collided = true
else
if self.collided then
vnew = vector.new(self.lastvelocity)
end
self.collided = false
end
self.object:set_velocity(vnew)
end
-- buoyancy
local surface = nil
local surfnodename = nil
local spos = mobkit.get_stand_pos(self)
spos.y = spos.y+0.01
-- get surface height
local snodepos = mobkit.get_node_pos(spos)
local surfnode = mobkit.nodeatpos(spos)
while surfnode and (surfnode.drawtype == 'liquid' or surfnode.drawtype == 'flowingliquid') do
surfnodename = surfnode.name
surface = snodepos.y +0.5
if surface > spos.y+self.height then break end
snodepos.y = snodepos.y+1
surfnode = mobkit.nodeatpos(snodepos)
end
self.isinliquid = surfnodename
if surface then -- standing in liquid
-- self.isinliquid = true
local submergence = min(surface-spos.y,self.height)/self.height
-- local balance = self.buoyancy*self.height
local buoyacc = mobkit.gravity*(self.buoyancy-submergence)
mobkit.set_acceleration(self.object,
{x=-vel.x*self.water_drag,y=buoyacc-vel.y*abs(vel.y)*0.4,z=-vel.z*self.water_drag})
else
self.object:set_acceleration({x=0,y=mobkit.gravity,z=0})
end
end

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--
-- fuel
--
function automobiles.contains(table, val)
for k,v in pairs(table) do
if k == val then
return v
end
end
return false
end
function automobiles.loadFuel(self, player_name, free, max_fuel)
free = free or false
local player = minetest.get_player_by_name(player_name)
local inv = player:get_inventory()
local itmstck=player:get_wielded_item()
local item_name = ""
if itmstck then item_name = itmstck:get_name() end
local fuel = automobiles.contains(automobiles.fuel, item_name)
if fuel or free == true then
local stack = ItemStack(item_name .. " 1")
if self._energy < max_fuel then
if free == false then inv:remove_item("main", stack) end
if fuel then
self._energy = self._energy + fuel
end
if self._energy > max_fuel then self._energy = max_fuel end
automobiles.last_fuel_display = 0
if self._energy == max_fuel then minetest.chat_send_player(player_name, "Full tank!") end
end
return true
end
return false
end

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automobiles/init.lua Executable file
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-- Minetest 5.4.1 : automobiles
automobiles = {}
automobiles.fuel = {['biofuel:biofuel'] = 1,['biofuel:bottle_fuel'] = 1,
['biofuel:phial_fuel'] = 0.25, ['biofuel:fuel_can'] = 10}
automobiles.gravity = 9.8
automobiles.is_creative = minetest.settings:get_bool("creative_mode", false)
--cars colors
automobiles.colors ={
black='#2b2b2b',
blue='#0063b0',
brown='#8c5922',
cyan='#07B6BC',
dark_green='#567a42',
dark_grey='#6d6d6d',
green='#4ee34c',
grey='#9f9f9f',
magenta='#ff0098',
orange='#ff8b0e',
pink='#ff62c6',
red='#dc1818',
violet='#a437ff',
white='#FFFFFF',
yellow='#ffe400',
}
--
-- helpers and co.
--
function automobiles.get_hipotenuse_value(point1, point2)
return math.sqrt((point1.x - point2.x) ^ 2 + (point1.y - point2.y) ^ 2 + (point1.z - point2.z) ^ 2)
end
function automobiles.dot(v1,v2)
return (v1.x*v2.x)+(v1.y*v2.y)+(v1.z*v2.z)
end
function automobiles.sign(n)
return n>=0 and 1 or -1
end
function automobiles.minmax(v,m)
return math.min(math.abs(v),m)*minekart.sign(v)
end
--painting
function automobiles.paint(self, colstr)
if colstr then
self._color = colstr
local l_textures = self.initial_properties.textures
for _, texture in ipairs(l_textures) do
local indx = texture:find('automobiles_painting.png')
if indx then
l_textures[_] = "automobiles_painting.png^[multiply:".. colstr
end
end
self.object:set_properties({textures=l_textures})
end
end
-- attach player
function automobiles.attach_driver(self, player)
local name = player:get_player_name()
self.driver_name = name
-- attach the driver
player:set_attach(self.driver_seat, "", {x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
player:set_eye_offset({x = 0, y = -4, z = 2}, {x = 0, y = 1, z = -30})
player:set_eye_offset({x = 0, y = -4, z = 2}, {x = 0, y = 1, z = -30})
player_api.player_attached[name] = true
-- make the driver sit
minetest.after(0.2, function()
player = minetest.get_player_by_name(name)
if player then
player_api.set_animation(player, "sit")
--apply_physics_override(player, {speed=0,gravity=0,jump=0})
end
end)
end
function automobiles.dettach_driver(self, player)
local name = self.driver_name
--self._engine_running = false
-- driver clicked the object => driver gets off the vehicle
self.driver_name = nil
if self._engine_running then
self._engine_running = false
end
-- sound and animation
if self.sound_handle then
minetest.sound_stop(self.sound_handle)
self.sound_handle = nil
end
-- detach the player
if player then
--automobiles.remove_hud(player)
player:set_detach()
player_api.player_attached[name] = nil
player:set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})
player_api.set_animation(player, "stand")
end
self.driver = nil
end
-- attach passenger
function automobiles.attach_pax(self, player, onside)
local onside = onside or false
local name = player:get_player_name()
if onside == true then
if self._passenger == nil then
self._passenger = name
-- attach the driver
player:set_attach(self.passenger_seat, "", {x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
player:set_eye_offset({x = 0, y = -4, z = 2}, {x = 0, y = 3, z = -30})
player_api.player_attached[name] = true
-- make the driver sit
minetest.after(0.2, function()
player = minetest.get_player_by_name(name)
if player then
player_api.set_animation(player, "sit")
--apply_physics_override(player, {speed=0,gravity=0,jump=0})
end
end)
end
else
--randomize the seat
--[[local t = {1,2,3,4,5,6,7,8,9,10}
for i = 1, #t*2 do
local a = math.random(#t)
local b = math.random(#t)
t[a],t[b] = t[b],t[a]
end
--for i = 1,10,1 do
for k,v in ipairs(t) do
i = t[k]
if self._passengers[i] == nil then
--minetest.chat_send_all(self.driver_name)
self._passengers[i] = name
player:set_attach(self._passengers_base[i], "", {x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
if i > 2 then
player:set_eye_offset({x = 0, y = -4, z = 2}, {x = 0, y = 3, z = -30})
else
player:set_eye_offset({x = 0, y = -4, z = 0}, {x = 0, y = 3, z = -30})
end
player_api.player_attached[name] = true
-- make the driver sit
minetest.after(0.2, function()
player = minetest.get_player_by_name(name)
if player then
player_api.set_animation(player, "sit")
--apply_physics_override(player, {speed=0,gravity=0,jump=0})
end
end)
break
end
end]]--
end
end
function automobiles.dettach_pax(self, player)
local name = player:get_player_name() --self._passenger
-- passenger clicked the object => driver gets off the vehicle
if self._passenger == name then
self._passenger = nil
else
--[[for i = 10,1,-1
do
if self._passengers[i] == name then
self._passengers[i] = nil
break
end
end]]--
end
-- detach the player
player:set_detach()
player_api.player_attached[name] = nil
player_api.set_animation(player, "stand")
player:set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})
--remove_physics_override(player, {speed=1,gravity=1,jump=1})
end
dofile(minetest.get_modpath("automobiles") .. DIR_DELIM .. "automobiles_custom_physics.lua")
dofile(minetest.get_modpath("automobiles") .. DIR_DELIM .. "automobiles_control.lua")
dofile(minetest.get_modpath("automobiles") .. DIR_DELIM .. "automobiles_fuel_management.lua")

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automobiles/mod.conf Executable file
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name = automobiles
depends=biofuel,mobkit

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automobiles_roadster/README.md Executable file
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Roadster
This mod adds a roadster automobile to minetest
licence see the files

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automobiles_roadster/init.lua Executable file
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--
-- constants
--
roadster={}
roadster.LONGIT_DRAG_FACTOR = 0.16*0.16
roadster.LATER_DRAG_FACTOR = 30.0
roadster.gravity = automobiles.gravity
roadster.max_speed = 10
roadster.max_acc_factor = 8
roadster.max_fuel = 10
dofile(minetest.get_modpath("automobiles") .. DIR_DELIM .. "automobiles_custom_physics.lua")
dofile(minetest.get_modpath("automobiles") .. DIR_DELIM .. "automobiles_control.lua")
dofile(minetest.get_modpath("automobiles") .. DIR_DELIM .. "automobiles_fuel_management.lua")
dofile(minetest.get_modpath("automobiles_roadster") .. DIR_DELIM .. "roadster_utilities.lua")
dofile(minetest.get_modpath("automobiles_roadster") .. DIR_DELIM .. "roadster_entities.lua")

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automobiles_roadster/mod.conf Executable file
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name=automobiles_roadster
title=Roadster
description=A roadster automobile
author=apercy
depends=biofuel,automobiles,mobkit

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--
-- entity
--
minetest.register_entity('automobiles_roadster:front_suspension',{
initial_properties = {
physical = false,
collide_with_objects=false,
pointable=false,
visual = "mesh",
mesh = "automobiles_roadster_front_suspension.b3d",
textures = {"automobiles_black.png",},
},
on_activate = function(self,std)
self.sdata = minetest.deserialize(std) or {}
if self.sdata.remove then self.object:remove() end
end,
get_staticdata=function(self)
self.sdata.remove=true
return minetest.serialize(self.sdata)
end,
})
minetest.register_entity('automobiles_roadster:rear_suspension',{
initial_properties = {
physical = false,
collide_with_objects=false,
pointable=false,
visual = "mesh",
mesh = "automobiles_roadster_rear_suspension.b3d",
textures = {"automobiles_black.png",},
},
on_activate = function(self,std)
self.sdata = minetest.deserialize(std) or {}
if self.sdata.remove then self.object:remove() end
end,
get_staticdata=function(self)
self.sdata.remove=true
return minetest.serialize(self.sdata)
end,
})
minetest.register_entity('automobiles_roadster:wheel',{
initial_properties = {
physical = false,
collide_with_objects=false,
pointable=false,
visual = "mesh",
mesh = "automobiles_roadster_wheel.b3d",
backface_culling = false,
textures = {"automobiles_black.png", "automobiles_wood2.png", "automobiles_roadster_wheel.png"},
},
on_activate = function(self,std)
self.sdata = minetest.deserialize(std) or {}
if self.sdata.remove then self.object:remove() end
end,
get_staticdata=function(self)
self.sdata.remove=true
return minetest.serialize(self.sdata)
end,
})
minetest.register_entity('automobiles_roadster:top1',{
initial_properties = {
physical = false,
collide_with_objects=false,
pointable=false,
visual = "mesh",
mesh = "automobiles_roadster_top1.b3d",
backface_culling = false,
textures = {"automobiles_metal.png", "automobiles_black.png", "automobiles_alpha.png"},
},
on_activate = function(self,std)
self.sdata = minetest.deserialize(std) or {}
if self.sdata.remove then self.object:remove() end
end,
get_staticdata=function(self)
self.sdata.remove=true
return minetest.serialize(self.sdata)
end,
})
minetest.register_entity('automobiles_roadster:top2',{
initial_properties = {
physical = false,
collide_with_objects=false,
pointable=false,
visual = "mesh",
mesh = "automobiles_roadster_top2.b3d",
backface_culling = false,
textures = {"automobiles_metal.png", "automobiles_black.png", "automobiles_alpha.png"},
},
on_activate = function(self,std)
self.sdata = minetest.deserialize(std) or {}
if self.sdata.remove then self.object:remove() end
end,
get_staticdata=function(self)
self.sdata.remove=true
return minetest.serialize(self.sdata)
end,
})
minetest.register_entity('automobiles_roadster:pivot_mesh',{
initial_properties = {
physical = false,
collide_with_objects=false,
pointable=false,
visual = "mesh",
mesh = "automobiles_pivot_mesh.b3d",
textures = {"automobiles_black.png",},
},
on_activate = function(self,std)
self.sdata = minetest.deserialize(std) or {}
if self.sdata.remove then self.object:remove() end
end,
get_staticdata=function(self)
self.sdata.remove=true
return minetest.serialize(self.sdata)
end,
})
minetest.register_entity('automobiles_roadster:steering',{
initial_properties = {
physical = false,
collide_with_objects=false,
pointable=false,
visual = "mesh",
mesh = "automobiles_roadster_steering.b3d",
textures = {"automobiles_metal.png", "automobiles_wood2.png", "automobiles_metal.png"},
},
on_activate = function(self,std)
self.sdata = minetest.deserialize(std) or {}
if self.sdata.remove then self.object:remove() end
end,
get_staticdata=function(self)
self.sdata.remove=true
return minetest.serialize(self.sdata)
end,
})
minetest.register_entity("automobiles_roadster:roadster", {
initial_properties = {
physical = true,
collide_with_objects = true,
collisionbox = {-1.1, -0.51, -1.1, 1.1, 2, 1.1},
selectionbox = {-1.1, 0.0, -1.1, 1.1, 2, 1.1},
stepheight = 0.5,
visual = "mesh",
mesh = "automobiles_roadster.b3d",
textures = {
"automobiles_black.png", --bancos
"automobiles_painting.png", --pintura
"automobiles_black.png", --chassis
"automobiles_metal2.png", --carcaça farol
"automobiles_black.png", --grade do radiador
"automobiles_black.png", --forração interna
"automobiles_metal.png", --lente do farol
"automobiles_wood.png", --parede de fogo
"automobiles_roadster_fuel.png", --combustivel
"automobiles_metal2.png", --parabrisa fixo
"automobiles_alpha.png", --vidro do parabrisa fixo
"automobiles_black.png", --paralamas
"automobiles_painting.png", --portas
"automobiles_black.png", --portas interno
"automobiles_metal2.png", --parabrisa movel
"automobiles_alpha.png", --vidro do parabrisa movel
"automobiles_metal2.png", --carenagem do radiador
"automobiles_wood.png", --assoalho
"automobiles_painting.png", --tanque de combustivel
},
},
textures = {},
driver_name = nil,
sound_handle = nil,
owner = "",
static_save = true,
infotext = "A very nice roadster!",
hp = 50,
buoyancy = 2,
physics = automobiles.physics,
lastvelocity = vector.new(),
time_total = 0,
_passenger = nil,
_color = "#2b2b2b",
_steering_angle = 0,
_engine_running = false,
_last_checkpoint = "",
_total_laps = -1,
_race_id = "",
_energy = 1,
_last_time_collision_snd = 0,
_last_time_drift_snd = 0,
_last_time_command = 0,
get_staticdata = function(self) -- unloaded/unloads ... is now saved
return minetest.serialize({
stored_owner = self.owner,
stored_hp = self.hp,
stored_color = self._color,
stored_steering = self._steering_angle,
stored_energy = self._energy,
--race data
stored_last_checkpoint = self._last_checkpoint,
stored_total_laps = self._total_laps,
stored_race_id = self._race_id,
})
end,
on_activate = function(self, staticdata, dtime_s)
if staticdata ~= "" and staticdata ~= nil then
local data = minetest.deserialize(staticdata) or {}
self.owner = data.stored_owner
self.hp = data.stored_hp
self._color = data.stored_color
self._steering_angle = data.stored_steering
self._energy = data.stored_energy
--minetest.debug("loaded: ", self.energy)
--race data
self._last_checkpoint = data.stored_last_checkpoint
self._total_laps = data.stored_total_laps
self._race_id = data.stored_race_id
end
self.object:set_animation({x = 1, y = 8}, 0, 0, true)
automobiles.paint(self, self._color)
local pos = self.object:get_pos()
local top1=minetest.add_entity(self.object:get_pos(),'automobiles_roadster:top1')
top1:set_attach(self.object,'',{x=0,y=0,z=0},{x=0,y=0,z=0})
self.top1 = top1
local front_suspension=minetest.add_entity(self.object:get_pos(),'automobiles_roadster:front_suspension')
front_suspension:set_attach(self.object,'',{x=0,y=0,z=25.5},{x=0,y=0,z=0})
self.front_suspension = front_suspension
local lf_wheel=minetest.add_entity(pos,'automobiles_roadster:wheel')
lf_wheel:set_attach(self.front_suspension,'',{x=-10.8,y=0,z=0},{x=0,y=0,z=0})
-- set the animation once and later only change the speed
lf_wheel:set_animation({x = 2, y = 13}, 0, 0, true)
self.lf_wheel = lf_wheel
local rf_wheel=minetest.add_entity(pos,'automobiles_roadster:wheel')
rf_wheel:set_attach(self.front_suspension,'',{x=10.8,y=0,z=0},{x=0,y=0,z=0})
-- set the animation once and later only change the speed
rf_wheel:set_animation({x = 2, y = 13}, 0, 0, true)
self.rf_wheel = rf_wheel
local rear_suspension=minetest.add_entity(self.object:get_pos(),'automobiles_roadster:rear_suspension')
rear_suspension:set_attach(self.object,'',{x=0,y=0,z=0},{x=0,y=0,z=0})
self.rear_suspension = rear_suspension
local lr_wheel=minetest.add_entity(pos,'automobiles_roadster:wheel')
lr_wheel:set_attach(self.rear_suspension,'',{x=-10.8,y=0,z=0},{x=0,y=0,z=0})
-- set the animation once and later only change the speed
lr_wheel:set_animation({x = 2, y = 13}, 0, 0, true)
self.lr_wheel = lr_wheel
local rr_wheel=minetest.add_entity(pos,'automobiles_roadster:wheel')
rr_wheel:set_attach(self.rear_suspension,'',{x=10.8,y=0,z=0},{x=0,y=0,z=0})
-- set the animation once and later only change the speed
rr_wheel:set_animation({x = 2, y = 13}, 0, 0, true)
self.rr_wheel = rr_wheel
local steering_axis=minetest.add_entity(pos,'automobiles_roadster:pivot_mesh')
steering_axis:set_attach(self.object,'',{x=-4.25,y=12,z=15},{x=70,y=0,z=0})
self.steering_axis = steering_axis
local steering=minetest.add_entity(self.steering_axis:get_pos(),'automobiles_roadster:steering')
steering:set_attach(self.steering_axis,'',{x=0,y=0,z=0},{x=0,y=0,z=0})
self.steering = steering
local driver_seat=minetest.add_entity(pos,'automobiles_roadster:pivot_mesh')
driver_seat:set_attach(self.object,'',{x=-4.25,y=7.5,z=9.5},{x=0,y=0,z=0})
self.driver_seat = driver_seat
local passenger_seat=minetest.add_entity(pos,'automobiles_roadster:pivot_mesh')
passenger_seat:set_attach(self.object,'',{x=4.25,y=7.5,z=9.5},{x=0,y=0,z=0})
self.passenger_seat = passenger_seat
self.object:set_armor_groups({immortal=1})
mobkit.actfunc(self, staticdata, dtime_s)
end,
on_step = function(self, dtime)
mobkit.stepfunc(self, dtime)
--[[sound play control]]--
self._last_time_collision_snd = self._last_time_collision_snd + dtime
if self._last_time_collision_snd > 1 then self._last_time_collision_snd = 1 end
self._last_time_drift_snd = self._last_time_drift_snd + dtime
if self._last_time_drift_snd > 1 then self._last_time_drift_snd = 1 end
--[[end sound control]]--
local rotation = self.object:get_rotation()
local yaw = rotation.y
local newyaw=yaw
local pitch = rotation.x
local hull_direction = minetest.yaw_to_dir(yaw)
local nhdir = {x=hull_direction.z,y=0,z=-hull_direction.x} -- lateral unit vector
local velocity = self.object:get_velocity()
local longit_speed = automobiles.dot(velocity,hull_direction)
local fuel_weight_factor = (5 - self._energy)/5000
local longit_drag = vector.multiply(hull_direction,(longit_speed*longit_speed) *
(roadster.LONGIT_DRAG_FACTOR - fuel_weight_factor) * -1 * automobiles.sign(longit_speed))
local later_speed = automobiles.dot(velocity,nhdir)
local later_drag = vector.multiply(nhdir,later_speed*
later_speed*roadster.LATER_DRAG_FACTOR*-1*automobiles.sign(later_speed))
local accel = vector.add(longit_drag,later_drag)
local player = nil
local is_attached = false
if self.driver_name then
player = minetest.get_player_by_name(self.driver_name)
if player then
local player_attach = player:get_attach()
if player_attach then
if self.driver_seat then
if player_attach == self.driver_seat then is_attached = true end
end
end
end
end
if is_attached then --and self.driver_name == self.owner then
local curr_pos = self.object:get_pos()
local impact = automobiles.get_hipotenuse_value(velocity, self.lastvelocity)
if impact > 1 then
--self.damage = self.damage + impact --sum the impact value directly to damage meter
if self._last_time_collision_snd > 0.3 then
self._last_time_collision_snd = 0
minetest.sound_play("collision", {
to_player = self.driver_name,
--pos = curr_pos,
--max_hear_distance = 5,
gain = 1.0,
fade = 0.0,
pitch = 1.0,
})
end
--[[if self.damage > 100 then --if acumulated damage is greater than 100, adieu
automobiles.destroy(self)
end]]--
end
local min_later_speed = 0.9
if (later_speed > min_later_speed or later_speed < -min_later_speed) and
self._last_time_drift_snd > 0.6 then
self._last_time_drift_snd = 0
minetest.sound_play("drifting", {
to_player = self.driver_name,
pos = curr_pos,
max_hear_distance = 5,
gain = 1.0,
fade = 0.0,
pitch = 1.0,
ephemeral = true,
})
end
--control
local steering_angle_max = 30
local steering_speed = 40
accel = automobiles.control(self, dtime, hull_direction, longit_speed, longit_drag, later_drag, accel, roadster.max_acc_factor, roadster.max_speed, steering_angle_max, steering_speed)
else
if self.sound_handle ~= nil then
minetest.sound_stop(self.sound_handle)
self.sound_handle = nil
end
end
local angle_factor = self._steering_angle / 10
self.lf_wheel:set_animation_frame_speed(longit_speed * (10 + angle_factor))
self.rf_wheel:set_animation_frame_speed(longit_speed * (10 - angle_factor))
self.lr_wheel:set_animation_frame_speed(longit_speed * (10 - angle_factor))
self.rr_wheel:set_animation_frame_speed(longit_speed * (10 + angle_factor))
--whell turn
self.steering:set_attach(self.steering_axis,'',{x=0,y=0,z=0},{x=0,y=0,z=self._steering_angle*2})
self.lf_wheel:set_attach(self.front_suspension,'',{x=10.8,y=0,z=0},{x=0,y=-self._steering_angle-angle_factor,z=0})
self.rf_wheel:set_attach(self.front_suspension,'',{x=-10.8,y=0,z=0},{x=0,y=-self._steering_angle+angle_factor,z=0})
if math.abs(self._steering_angle)>5 then
local turn_rate = math.rad(40)
newyaw = yaw + dtime*(1 - 1 / (math.abs(longit_speed) + 1)) *
self._steering_angle / 30 * turn_rate * automobiles.sign(longit_speed)
end
--[[if player and is_attached then
player:set_look_horizontal(newyaw)
end]]--
local newpitch = velocity.y * math.rad(6)
--[[
accell correction
under some circunstances the acceleration exceeds the max value accepted by set_acceleration and
the game crashes with an overflow, so limiting the max acceleration in each axis prevents the crash
]]--
local max_factor = 25
local acc_adjusted = 10
if accel.x > max_factor then accel.x = acc_adjusted end
if accel.x < -max_factor then accel.x = -acc_adjusted end
if accel.z > max_factor then accel.z = acc_adjusted end
if accel.z < -max_factor then accel.z = -acc_adjusted end
-- end correction
accel.y = -automobiles.gravity
self.object:set_acceleration(accel)
if newyaw~=yaw or newpitch~=pitch then self.object:set_rotation({x=newpitch,y=newyaw,z=0}) end
--saves last velocity for collision detection (abrupt stop)
self.lastvelocity = self.object:get_velocity()
-- calculate energy consumption --
----------------------------------
if self._energy > 0 and self._engine_running and not automobiles.is_creative then
local zero_reference = vector.new()
local acceleration = automobiles.get_hipotenuse_value(accel, zero_reference)
local consumed_power = acceleration/200000
self._energy = self._energy - consumed_power;
end
if self._energy <= 0 and self._engine_running then
self._engine_running = false
if self.sound_handle then minetest.sound_stop(self.sound_handle) end
minetest.chat_send_player(self.driver_name, "Out of fuel")
end
----------------------------
-- end energy consumption --
end,
on_punch = function(self, puncher, ttime, toolcaps, dir, damage)
if not puncher or not puncher:is_player() then
return
end
local name = puncher:get_player_name()
--[[if self.owner and self.owner ~= name and self.owner ~= "" then return end]]--
if self.owner == nil then
self.owner = name
end
if self.driver_name and self.driver_name ~= name then
-- do not allow other players to remove the object while there is a driver
return
end
local is_attached = false
if puncher:get_attach() == self.object then is_attached = true end
local itmstck=puncher:get_wielded_item()
local item_name = ""
if itmstck then item_name = itmstck:get_name() end
--refuel procedure
--[[
refuel works it car is stopped and engine is off
]]--
local velocity = self.object:get_velocity()
local speed = automobiles.get_hipotenuse_value(vector.new(), velocity)
if self._engine_running == false and speed <= 0.1 then
if automobiles.loadFuel(self, puncher:get_player_name(), roadster.max_fuel) then return end
end
-- end refuel
if is_attached == false then
-- deal with painting or destroying
if itmstck then
--race status restart
if item_name == "checkpoints:status_restarter" and self._engine_running == false then
--restart race current status
self._last_checkpoint = ""
self._total_laps = -1
self._race_id = ""
return
end
--painting
local split = string.split(item_name, ":")
local color, indx, _
if split[1] then _,indx = split[1]:find('dye') end
if indx then
for clr,_ in pairs(automobiles.colors) do
local _,x = split[2]:find(clr)
if x then color = clr end
end
else
color = false
end
if color then
--lets paint!!!!
--local color = item_name:sub(indx+1)
local colstr = automobiles.colors[color]
--minetest.chat_send_all(color ..' '.. dump(colstr))
if colstr then
automobiles.paint(self, colstr)
itmstck:set_count(itmstck:get_count()-1)
puncher:set_wielded_item(itmstck)
end
-- end painting
else -- deal damage
local is_admin = false
is_admin = minetest.check_player_privs(puncher, {server=true})
--minetest.chat_send_all('owner '.. self.owner ..' - name '.. name)
if not self.driver and (self.owner == name or is_admin == true) and toolcaps and
toolcaps.damage_groups and toolcaps.damage_groups.fleshy then
self.hp = self.hp - 10
minetest.sound_play("collision", {
object = self.object,
max_hear_distance = 5,
gain = 1.0,
fade = 0.0,
pitch = 1.0,
})
end
end
end
if self.hp <= 0 then
roadster.destroy(self)
end
end
end,
on_rightclick = function(self, clicker)
if not clicker or not clicker:is_player() then
return
end
local name = clicker:get_player_name()
--[[if self.owner and self.owner ~= name and self.owner ~= "" then return end]]--
if self.owner == "" then
self.owner = name
end
if name == self.driver_name then
--detach all
automobiles.dettach_driver(self, clicker)
local passenger = nil
if self._passenger then
passenger = minetest.get_player_by_name(self._passenger)
if passenger then automobiles.dettach_pax(self, passenger) end
end
self.object:set_acceleration(vector.multiply(automobiles.vector_up, -automobiles.gravity))
else
if name == self.owner then
--is the owner, okay, lets attach
automobiles.attach_driver(self, clicker)
else
--minetest.chat_send_all("clicou")
--a passenger
if self._passenger == nil then
--there is no passenger, so lets attach
if self.driver_name then
automobiles.attach_pax(self, clicker, true)
end
else
--there is a passeger
if self._passenger == name then
--if you are the psenger, so deattach
automobiles.dettach_pax(self, clicker)
end
end
end
end
end,
})
--
-- items
--
-- roadster
minetest.register_craftitem("automobiles_roadster:roadster", {
description = "Roadster",
inventory_image = "automobiles_roadster.png",
liquids_pointable = false,
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return
end
local pointed_pos = pointed_thing.above
--pointed_pos.y=pointed_pos.y+0.2
local car = minetest.add_entity(pointed_pos, "automobiles_roadster:roadster")
if car and placer then
local ent = car:get_luaentity()
local owner = placer:get_player_name()
if ent then
ent.owner = owner
car:set_yaw(placer:get_look_horizontal())
itemstack:take_item()
ent.object:set_acceleration({x=0,y=-automobiles.gravity,z=0})
end
end
return itemstack
end,
})
--
-- crafting
--
--[[
if minetest.get_modpath("default") then
minetest.register_craft({
output = "automobiles_roadster:roadster",
recipe = {
{"default:obsidian_block", "default:steel_ingot", "default:obsidian_block"},
{"default:steel_ingot", "default:mese_block", "default:steel_ingot"},
{"default:obsidian_block", "default:steel_ingot", "default:obsidian_block"},
}
})
end]]--

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--dofile(minetest.get_modpath("automobiles_roadster") .. DIR_DELIM .. "roadster_global_definitions.lua")
--dofile(minetest.get_modpath("automobiles_roadster") .. DIR_DELIM .. "roadster_hud.lua")
-- destroy the roadster
function roadster.destroy(self, puncher)
if self.sound_handle then
minetest.sound_stop(self.sound_handle)
self.sound_handle = nil
end
if self.driver_name then
-- detach the driver first (puncher must be driver)
puncher:set_detach()
puncher:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
if minetest.global_exists("player_api") then
player_api.player_attached[self.driver_name] = nil
-- player should stand again
player_api.set_animation(puncher, "stand")
end
self.driver_name = nil
end
local pos = self.object:get_pos()
if self.l_wheel then self.l_wheel:remove() end
if self.r_wheel then self.r_wheel:remove() end
if self.steering_base then self.steering_base:remove() end
if self.steering_axis then self.steering_axis:remove() end
if self.steering then self.steering:remove() end
if self.dir_bar then self.dir_bar:remove() end
self.object:remove()
pos.y=pos.y+2
minetest.add_item({x=pos.x+math.random()-0.5,y=pos.y,z=pos.z+math.random()-0.5},'automobiles_roadster:roadster')
end

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198
license.txt Executable file
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Copyright (C) 2021 Alexsandro Percy (APercy) and contributors
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as
published by the Free Software Foundation, either version 3 of the
License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
=================================
GNU AFFERO GENERAL PUBLIC LICENSE
Version 3, 19 November 2007
Copyright © 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.
Preamble
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Developers that use our General Public Licenses protect your rights with two steps: (1) assert copyright on the software, and (2) offer you this License which gives you legal permission to copy, distribute and/or modify the software.
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You may convey a covered work in object code form under the terms of sections 4 and 5, provided that you also convey the machine-readable Corresponding Source under the terms of this License, in one of these ways:
a) Convey the object code in, or embodied in, a physical product (including a physical distribution medium), accompanied by the Corresponding Source fixed on a durable physical medium customarily used for software interchange.
b) Convey the object code in, or embodied in, a physical product (including a physical distribution medium), accompanied by a written offer, valid for at least three years and valid for as long as you offer spare parts or customer support for that product model, to give anyone who possesses the object code either (1) a copy of the Corresponding Source for all the software in the product that is covered by this License, on a durable physical medium customarily used for software interchange, for a price no more than your reasonable cost of physically performing this conveying of source, or (2) access to copy the Corresponding Source from a network server at no charge.
c) Convey individual copies of the object code with a copy of the written offer to provide the Corresponding Source. This alternative is allowed only occasionally and noncommercially, and only if you received the object code with such an offer, in accord with subsection 6b.
d) Convey the object code by offering access from a designated place (gratis or for a charge), and offer equivalent access to the Corresponding Source in the same way through the same place at no further charge. You need not require recipients to copy the Corresponding Source along with the object code. If the place to copy the object code is a network server, the Corresponding Source may be on a different server (operated by you or a third party) that supports equivalent copying facilities, provided you maintain clear directions next to the object code saying where to find the Corresponding Source. Regardless of what server hosts the Corresponding Source, you remain obligated to ensure that it is available for as long as needed to satisfy these requirements.
e) Convey the object code using peer-to-peer transmission, provided you inform other peers where the object code and Corresponding Source of the work are being offered to the general public at no charge under subsection 6d.
A separable portion of the object code, whose source code is excluded from the Corresponding Source as a System Library, need not be included in conveying the object code work.
A "User Product" is either (1) a "consumer product", which means any tangible personal property which is normally used for personal, family, or household purposes, or (2) anything designed or sold for incorporation into a dwelling. In determining whether a product is a consumer product, doubtful cases shall be resolved in favor of coverage. For a particular product received by a particular user, "normally used" refers to a typical or common use of that class of product, regardless of the status of the particular user or of the way in which the particular user actually uses, or expects or is expected to use, the product. A product is a consumer product regardless of whether the product has substantial commercial, industrial or non-consumer uses, unless such uses represent the only significant mode of use of the product.
"Installation Information" for a User Product means any methods, procedures, authorization keys, or other information required to install and execute modified versions of a covered work in that User Product from a modified version of its Corresponding Source. The information must suffice to ensure that the continued functioning of the modified object code is in no case prevented or interfered with solely because modification has been made.
If you convey an object code work under this section in, or with, or specifically for use in, a User Product, and the conveying occurs as part of a transaction in which the right of possession and use of the User Product is transferred to the recipient in perpetuity or for a fixed term (regardless of how the transaction is characterized), the Corresponding Source conveyed under this section must be accompanied by the Installation Information. But this requirement does not apply if neither you nor any third party retains the ability to install modified object code on the User Product (for example, the work has been installed in ROM).