-- -- entity -- minetest.register_entity('automobiles_buggy:front_suspension',{ initial_properties = { physical = true, collide_with_objects=true, collisionbox = {-0.5, 0, -0.5, 0.5, 1, 0.5}, pointable=false, visual = "mesh", mesh = "automobiles_buggy_f_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, --[[on_step = function(self, dtime, moveresult) minetest.chat_send_all(dump(moveresult)) end,]]-- }) minetest.register_entity('automobiles_buggy:rear_suspension',{ initial_properties = { physical = true, collide_with_objects=true, pointable=false, visual = "mesh", mesh = "automobiles_buggy_r_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_buggy:f_lights',{ initial_properties = { physical = false, collide_with_objects=false, pointable=false, glow = 0, visual = "mesh", mesh = "automobiles_buggy_f_lights.b3d", textures = {"automobiles_grey.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_buggy:r_lights',{ initial_properties = { physical = false, collide_with_objects=false, pointable=false, glow = 0, visual = "mesh", mesh = "automobiles_buggy_r_lights.b3d", textures = {"automobiles_buggy_rear_lights_off.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_buggy:f_wheel',{ initial_properties = { physical = false, collide_with_objects=false, pointable=false, visual = "mesh", mesh = "automobiles_buggy_f_wheel.b3d", backface_culling = false, textures = {"automobiles_black.png", "automobiles_metal.png", "automobiles_buggy_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_buggy:r_wheel',{ initial_properties = { physical = false, collide_with_objects=false, pointable=false, visual = "mesh", mesh = "automobiles_buggy_r_wheel.b3d", backface_culling = false, textures = {"automobiles_black.png", "automobiles_metal.png", "automobiles_buggy_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_buggy:rag',{ initial_properties = { physical = false, collide_with_objects=false, pointable=false, visual = "mesh", mesh = "automobiles_buggy_rag.b3d", backface_culling = false, textures = {"automobiles_black.png", "automobiles_buggy_rag_window.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_buggy: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_buggy:steering',{ initial_properties = { physical = false, collide_with_objects=false, pointable=false, visual = "mesh", mesh = "automobiles_buggy_drive_wheel.b3d", textures = {"automobiles_metal.png", "automobiles_black.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_buggy:pointer',{ initial_properties = { physical = false, collide_with_objects=false, pointable=false, visual = "mesh", mesh = "automobiles_pointer.b3d", visual_size = {x = 0.8, y = 0.8, z = 0.8}, textures = {"automobiles_white.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_buggy:buggy", { initial_properties = { physical = true, collide_with_objects = true, collisionbox = {-0.1, -0.45, -0.1, 0.1, 1, 0.1}, selectionbox = {-1.5, 0.0, -1.5, 1.5, 2, 1.5}, stepheight = 0.7, visual = "mesh", mesh = "automobiles_buggy_body.b3d", textures = { "automobiles_black.png", --bancos "automobiles_painting.png", --carroceria "automobiles_black.png", --banco traseiro "automobiles_black.png", --chssis "automobiles_metal.png", --frontlights "automobiles_black.png", --interior "automobiles_metal.png", --engine "automobiles_buggy_fuel.png", --panel "automobiles_metal.png", --windshield "automobiles_buggy_windshield.png", --windshield "automobiles_metal.png", --engine protection "automobiles_metal.png", --front protection "automobiles_metal.png", --driver protection "automobiles_black.png", -- engine details }, }, textures = {}, driver_name = nil, sound_handle = nil, owner = "", static_save = true, infotext = "A very nice buggy!", hp = 50, buoyancy = 2, physics = automobiles_lib.physics, lastvelocity = vector.new(), time_total = 0, _passenger = nil, _color = "#ff8b0e", _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, _roll = math.rad(0), _pitch = 0, _longit_speed = 0, _show_rag = true, _show_lights = false, _light_old_pos = nil, _last_ground_check = 0, _last_light_move = 0, _last_engine_sound_update = 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, stored_rag = self._show_rag, stored_pitch = self._pitch, stored_light_old_pos = self._light_old_pos, }) 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 self._show_rag = data.stored_rag self._pitch = data.stored_pitch self._light_old_pos = data.stored_light_old_pos automobiles_lib.setText(self, "Buggy") end self.object:set_animation({x = 1, y = 8}, 0, 0, true) automobiles_lib.paint(self, self._color) local pos = self.object:get_pos() local rag=minetest.add_entity(self.object:get_pos(),'automobiles_buggy:rag') rag:set_attach(self.object,'',{x=0,y=0,z=0},{x=0,y=0,z=0}) self.rag = rag local front_suspension=minetest.add_entity(self.object:get_pos(),'automobiles_buggy:front_suspension') front_suspension:set_attach(self.object,'',{x=0,y=-0.7,z=23},{x=0,y=0,z=0}) self.front_suspension = front_suspension local lf_wheel=minetest.add_entity(pos,'automobiles_buggy:f_wheel') lf_wheel:set_attach(self.front_suspension,'',{x=-buggy.front_wheel_xpos,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 = 1, y = 13}, 0, 0, true) self.lf_wheel = lf_wheel local rf_wheel=minetest.add_entity(pos,'automobiles_buggy:f_wheel') rf_wheel:set_attach(self.front_suspension,'',{x=buggy.front_wheel_xpos,y=0,z=0},{x=0,y=180,z=0}) -- set the animation once and later only change the speed rf_wheel:set_animation({x = 1, y = 13}, 0, 0, true) self.rf_wheel = rf_wheel local rear_suspension=minetest.add_entity(self.object:get_pos(),'automobiles_buggy: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_buggy:r_wheel') lr_wheel:set_attach(self.rear_suspension,'',{x=-buggy.rear_wheel_xpos,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 = 1, y = 13}, 0, 0, true) self.lr_wheel = lr_wheel local rr_wheel=minetest.add_entity(pos,'automobiles_buggy:r_wheel') rr_wheel:set_attach(self.rear_suspension,'',{x=buggy.rear_wheel_xpos,y=0,z=0},{x=0,y=180,z=0}) -- set the animation once and later only change the speed rr_wheel:set_animation({x = 1, y = 13}, 0, 0, true) self.rr_wheel = rr_wheel local steering_axis=minetest.add_entity(pos,'automobiles_buggy:pivot_mesh') steering_axis:set_attach(self.object,'',{x=-4.26,y=6.01,z=14.18},{x=15,y=0,z=0}) self.steering_axis = steering_axis local steering=minetest.add_entity(self.steering_axis:get_pos(),'automobiles_buggy: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_buggy:pivot_mesh') driver_seat:set_attach(self.object,'',{x=-4.25,y=0.48,z=9.5},{x=0,y=0,z=0}) self.driver_seat = driver_seat local passenger_seat=minetest.add_entity(pos,'automobiles_buggy:pivot_mesh') passenger_seat:set_attach(self.object,'',{x=4.25,y=0.48,z=9.5},{x=0,y=0,z=0}) self.passenger_seat = passenger_seat local fuel_gauge=minetest.add_entity(pos,'automobiles_buggy:pointer') fuel_gauge:set_attach(self.object,'',BUGGY_GAUGE_FUEL_POSITION,{x=0,y=0,z=0}) self.fuel_gauge = fuel_gauge local lights = minetest.add_entity(pos,'automobiles_buggy:f_lights') lights:set_attach(self.object,'',{x=0,y=0,z=0},{x=0,y=0,z=0}) self.lights = lights self.lights:set_properties({is_visible=true}) local r_lights = minetest.add_entity(pos,'automobiles_buggy:r_lights') r_lights:set_attach(self.object,'',{x=0,y=0,z=0},{x=0,y=0,z=0}) self.r_lights = r_lights self.r_lights:set_properties({is_visible=true}) 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_lib.dot(velocity,hull_direction) local fuel_weight_factor = (5 - self._energy)/5000 local longit_drag = vector.multiply(hull_direction,(longit_speed*longit_speed) * (buggy.LONGIT_DRAG_FACTOR - fuel_weight_factor) * -1 * automobiles_lib.sign(longit_speed)) local later_speed = automobiles_lib.dot(velocity,nhdir) local later_drag = vector.multiply(nhdir,later_speed* later_speed*buggy.LATER_DRAG_FACTOR*-1*automobiles_lib.sign(later_speed)) local accel = vector.add(longit_drag,later_drag) if self._show_rag == true then self.rag:set_properties({is_visible=true}) else self.rag:set_properties({is_visible=false}) end 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 local is_breaking = false if is_attached then local ctrl = player:get_player_control() if ctrl.aux1 then --sets the engine running - but sets a delay also, cause keypress if self._last_time_command > 0.8 then self._last_time_command = 0 minetest.sound_play({name = "buggy_horn"}, {object = self.object, gain = 0.6, pitch = 1.0, max_hear_distance = 32, loop = false,}) end end if ctrl.down then is_breaking = true self.r_lights:set_properties({textures={"automobiles_buggy_rear_lights_full.png"}, glow=15}) end end self._last_light_move = self._last_light_move + dtime if self._last_light_move > 0.25 then self._last_light_move = 0 if self._show_lights == true then --self.lights:set_properties({is_visible=true}) self.lights:set_properties({textures={"automobiles_buggy_lights.png"}, glow=15}) if is_breaking == false then self.r_lights:set_properties({textures={"automobiles_buggy_rear_lights.png"}, glow=5}) end automobiles_lib.put_light(self) else --self.lights:set_properties({is_visible=false}) self.lights:set_properties({textures={"automobiles_grey.png"}, glow=0}) if is_breaking == false then self.r_lights:set_properties({textures={"automobiles_buggy_rear_lights_off.png"}, glow=0}) end automobiles_lib.remove_light(self) end end local curr_pos = self.object:get_pos() if is_attached then --and self.driver_name == self.owner then local impact = automobiles_lib.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_lib.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 if math.abs(longit_speed) > 3 then local mid_speed = (steering_speed/2) steering_speed = mid_speed + mid_speed / math.abs(longit_speed*0.25) end accel, stop = automobiles_lib.control(self, dtime, hull_direction, longit_speed, longit_drag, later_drag, accel, buggy.max_acc_factor, buggy.max_speed, steering_angle_max, steering_speed) else self._show_lights = false 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=-buggy.front_wheel_xpos,y=0,z=0},{x=0,y=-self._steering_angle-angle_factor,z=0}) self.rf_wheel:set_attach(self.front_suspension,'',{x=buggy.front_wheel_xpos,y=0,z=0},{x=0,y=(-self._steering_angle+angle_factor)+180,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_lib.sign(longit_speed) end self._last_ground_check = self._last_ground_check + dtime if self._last_ground_check > 0.18 then self._last_ground_check = 0 automobiles_lib.ground_get_distances(self, 0.372, 2.3) end --[[if player and is_attached then player:set_look_horizontal(newyaw) end]]-- local newpitch = self._pitch --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 -- calculate energy consumption -- ---------------------------------- if self._energy > 0 then local zero_reference = vector.new() local acceleration = automobiles_lib.get_hipotenuse_value(accel, zero_reference) --minetest.chat_send_all(acceleration) local consumed_power = acceleration/40000 self._energy = self._energy - consumed_power; end if self._energy <= 0 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") else self._last_engine_sound_update = self._last_engine_sound_update + dtime if self._last_engine_sound_update > 0.300 then self._last_engine_sound_update = 0 buggy.engine_set_sound_and_animation(self, longit_speed) end end local energy_indicator_angle = automobiles_lib.get_gauge_angle(self._energy) self.fuel_gauge:set_attach(self.object,'',BUGGY_GAUGE_FUEL_POSITION,{x=0,y=0,z=energy_indicator_angle}) ---------------------------- -- end energy consumption -- accel.y = -automobiles_lib.gravity if stop ~= true then self.object:move_to(curr_pos) self.object:set_velocity(velocity) self.object:set_acceleration(accel) else if stop == true then self.object:set_acceleration({x=0,y=0,z=0}) self.object:set_velocity({x=0,y=0,z=0}) end end 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() self._longit_speed = longit_speed 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.driver_seat 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_lib.get_hipotenuse_value(vector.new(), velocity) if math.abs(speed) <= 0.1 then if automobiles_lib.loadFuel(self, puncher:get_player_name(), false, buggy.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_lib.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_lib.colors[color] --minetest.chat_send_all(color ..' '.. dump(colstr)) if colstr then automobiles_lib.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 buggy.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 buggy.driver_formspec(name) else if name == self.owner then --is the owner, okay, lets attach automobiles_lib.attach_driver(self, clicker) -- sound self.sound_handle = minetest.sound_play({name = "buggy_engine"}, {object = self.object, gain = 4, pitch = 1, max_hear_distance = 10, loop = true,}) 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_lib.attach_pax(self, clicker, true) end else --there is a passeger if self._passenger == name then --if you are the psenger, so deattach automobiles_lib.dettach_pax(self, clicker) end end end end end, })