-- -- entity -- minetest.register_entity('automobiles_trans_am:wheel',{ initial_properties = { physical = false, collide_with_objects=false, pointable=false, visual = "mesh", mesh = "automobiles_trans_am_wheel.b3d", backface_culling = false, textures = {"automobiles_black.png", "automobiles_metal.png", "automobiles_trans_am_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_trans_am: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_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, --[[on_step = function(self, dtime, moveresult) minetest.chat_send_all(dump(moveresult)) end,]]-- }) minetest.register_entity('automobiles_trans_am:rear_suspension',{ initial_properties = { physical = true, collide_with_objects=true, 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_trans_am:f_lights',{ initial_properties = { physical = false, collide_with_objects=false, pointable=false, glow = 0, visual = "mesh", mesh = "automobiles_trans_am_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_trans_am:r_lights',{ initial_properties = { physical = false, collide_with_objects=false, pointable=false, glow = 0, visual = "mesh", mesh = "automobiles_trans_am_r_lights.b3d", textures = {"automobiles_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_trans_am:reverse_lights',{ initial_properties = { physical = false, collide_with_objects=false, pointable=false, glow = 0, visual = "mesh", mesh = "automobiles_trans_am_rear_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_trans_am:turn_left_light',{ initial_properties = { physical = false, collide_with_objects=false, pointable=false, glow = 0, visual = "mesh", mesh = "automobiles_trans_am_l_turn_light.b3d", textures = {"automobiles_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_trans_am:turn_right_light',{ initial_properties = { physical = false, collide_with_objects=false, pointable=false, glow = 0, visual = "mesh", mesh = "automobiles_trans_am_r_turn_light.b3d", textures = {"automobiles_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_trans_am: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_trans_am:pointer',{ initial_properties = { physical = false, collide_with_objects=false, pointable=false, visual = "mesh", mesh = "automobiles_pointer.b3d", visual_size = {x = 0.5, y = 0.5, z = 0.5}, 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, }) local function paint(self, colstr) automobiles_lib.paint_with_mask(self, colstr, self._det_color, "automobiles_trans_am_painting.png", "automobiles_trans_am_marks.png") local l_textures = self.initial_properties.textures --paint details local target_texture = "automobiles_painting.png" local accessorie_texture = "automobiles_painting2.png" for _, texture in ipairs(l_textures) do local indx = texture:find(target_texture) if indx then l_textures[_] = target_texture.."^[multiply:".. self._det_color end local indx = texture:find(accessorie_texture) if indx then l_textures[_] = accessorie_texture.."^[multiply:".. colstr end end self.object:set_properties({textures=l_textures}) end function set_paint(self, puncher, itmstck) local item_name = "" if itmstck then item_name = itmstck:get_name() end if item_name == "bike:painter" then --painting with bike painter local meta = itmstck:get_meta() local colstr = meta:get_string("paint_color") self._det_color = colstr paint(self, self._color) return true else --painting with dyes 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 --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 self._det_color = colstr paint(self, self._color) itmstck:set_count(itmstck:get_count()-1) puncher:set_wielded_item(itmstck) return true end -- end painting end end return false end minetest.register_entity("automobiles_trans_am:trans_am", { initial_properties = { physical = true, collide_with_objects = true, collisionbox = {-0.1, -0.2, -0.1, 0.1, 1.8, 0.1}, selectionbox = {-2.0, 0.0, -2.0, 2.0, 2, 2.0}, stepheight = 0.65, visual = "mesh", mesh = "automobiles_trans_am_body.b3d", --use_texture_alpha = true, --backface_culling = false, textures = { "automobiles_black.png", --bancos "automobiles_painting2.png", -- scoop "automobiles_black.png", --lights "automobiles_trans_am_glasses.png", --vidros "automobiles_trans_am_painting.png", --pintura grade frontal "automobiles_black.png", --detalhe grade frontal "automobiles_painting.png", --detalhe grade frontal "automobiles_black.png", --interior "automobiles_black.png", --painel "automobiles_painting.png", --fundo painel "automobiles_trans_am_fuel.png", --combustivel "automobiles_trans_am_painting.png", --pintura do carro "automobiles_trans_am_painting.png", --pintura das portas "automobiles_black.png", --forração portas e volante "automobiles_metal.png", --espelhos "automobiles_trans_am_painting.png", --spoilers "automobiles_painting2.png", --tomadas de ar laterais "automobiles_black.png", --assoalho "automobiles_red.png", --bancos "automobiles_trans_am_painting.png", --pintura }, }, textures = {}, driver_name = nil, sound_handle = nil, owner = "", static_save = true, infotext = "A very nice Trans Am!", hp = 50, buoyancy = 2, physics = automobiles_lib.physics, lastvelocity = vector.new(), time_total = 0, _passenger = nil, _color = "#222222", _det_color = "#BDA050", _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, _turn_light_timer = 0, _inv = nil, _inv_id = "", _change_color = paint, _intensity = 4, _car_gravity = -automobiles_lib.gravity, --acc control _transmission_state = 1, 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_det_color = self._det_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, stored_inv_id = self._inv_id, stored_trans_am_type = self._trans_am_type, stored_car_gravity = self._car_gravity, }) end, on_deactivate = function(self) automobiles_lib.save_inventory(self) 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._det_color = data.stored_det_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 self._inv_id = data.stored_inv_id self._trans_am_type = data.stored_trans_am_type self._car_gravity = data.stored_car_gravity or -automobiles_lib.gravity automobiles_lib.setText(self, "Trans Am") end self.object:set_animation({x = 1, y = 8}, 0, 0, true) paint(self, self._color) local pos = self.object:get_pos() local front_suspension=minetest.add_entity(self.object:get_pos(),'automobiles_trans_am:front_suspension') front_suspension:set_attach(self.object,'',{x=0,y=1.5,z=27.0},{x=0,y=0,z=0}) self.front_suspension = front_suspension local lf_wheel=minetest.add_entity(pos,'automobiles_trans_am:wheel') lf_wheel:set_attach(self.front_suspension,'',{x=-trans_am.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 = 49}, 0, 0, true) self.lf_wheel = lf_wheel local rf_wheel=minetest.add_entity(pos,'automobiles_trans_am:wheel') rf_wheel:set_attach(self.front_suspension,'',{x=trans_am.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 = 49}, 0, 0, true) self.rf_wheel = rf_wheel local rear_suspension=minetest.add_entity(self.object:get_pos(),'automobiles_trans_am:rear_suspension') rear_suspension:set_attach(self.object,'',{x=0,y=1.5,z=0},{x=0,y=0,z=0}) self.rear_suspension = rear_suspension local lr_wheel=minetest.add_entity(pos,'automobiles_trans_am:wheel') lr_wheel:set_attach(self.rear_suspension,'',{x=-trans_am.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 = 49}, 0, 0, true) self.lr_wheel = lr_wheel local rr_wheel=minetest.add_entity(pos,'automobiles_trans_am:wheel') rr_wheel:set_attach(self.rear_suspension,'',{x=trans_am.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 = 49}, 0, 0, true) self.rr_wheel = rr_wheel self.object:set_bone_position("drive_adjust", {x=-4.0, y=6.50, z=15.06}, {x=15, y=0, z=0}) local driver_seat=minetest.add_entity(pos,'automobiles_trans_am:pivot_mesh') driver_seat:set_attach(self.object,'',{x=-4.0,y=0.8,z=9},{x=0,y=0,z=0}) self.driver_seat = driver_seat local passenger_seat=minetest.add_entity(pos,'automobiles_trans_am:pivot_mesh') passenger_seat:set_attach(self.object,'',{x=4.0,y=0.8,z=9},{x=0,y=0,z=0}) self.passenger_seat = passenger_seat local fuel_gauge=minetest.add_entity(pos,'automobiles_trans_am:pointer') fuel_gauge:set_attach(self.object,'',trans_am_GAUGE_FUEL_POSITION,{x=0,y=0,z=0}) self.fuel_gauge = fuel_gauge local lights = minetest.add_entity(pos,'automobiles_trans_am: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_trans_am: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}) local reverse_lights = minetest.add_entity(pos,'automobiles_trans_am:reverse_lights') reverse_lights:set_attach(self.object,'',{x=0,y=0,z=0},{x=0,y=0,z=0}) self.reverse_lights = reverse_lights self.reverse_lights:set_properties({is_visible=true}) local turn_l_light = minetest.add_entity(pos,'automobiles_trans_am:turn_left_light') turn_l_light:set_attach(self.object,'',{x=0,y=0,z=0},{x=0,y=0,z=0}) self.turn_l_light = turn_l_light self.turn_l_light:set_properties({is_visible=true}) local turn_r_light = minetest.add_entity(pos,'automobiles_trans_am:turn_right_light') turn_r_light:set_attach(self.object,'',{x=0,y=0,z=0},{x=0,y=0,z=0}) self.turn_r_light = turn_r_light self.turn_r_light:set_properties({is_visible=true}) self.object:set_armor_groups({immortal=1}) local inv = minetest.get_inventory({type = "detached", name = self._inv_id}) -- if the game was closed the inventories have to be made anew, instead of just reattached if not inv then automobiles_lib.create_inventory(self, trans_am.trunk_slots) else self.inv = inv end automobiles_lib.actfunc(self, staticdata, dtime_s) end, on_step = function(self, dtime) automobiles_lib.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 > 2.0 then self._last_time_drift_snd = 2.0 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) * (trans_am.LONGIT_DRAG_FACTOR - fuel_weight_factor) * -1 * automobiles_lib.sign(longit_speed)) local later_speed = automobiles_lib.dot(velocity,nhdir) local dynamic_later_drag = trans_am.LATER_DRAG_FACTOR if longit_speed > 2 then dynamic_later_drag = 2.0 end if longit_speed > 8 then dynamic_later_drag = 0.5 end local later_drag = vector.multiply(nhdir,later_speed* later_speed*dynamic_later_drag*-1*automobiles_lib.sign(later_speed)) local accel = vector.add(longit_drag,later_drag) local stop = nil local curr_pos = self.object:get_pos() 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 = "automobiles_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_rear_lights_full.png"}, glow=15}) end if ctrl.sneak then self.reverse_lights:set_properties({textures={"automobiles_white.png"}, glow=15}) else self.reverse_lights:set_properties({textures={"automobiles_grey.png"}, glow=0}) end end self._last_light_move = self._last_light_move + dtime if self._last_light_move > 0.15 then self._last_light_move = 0 if self.lights then if self._show_lights == true then --self.lights:set_properties({is_visible=true}) self.lights:set_properties({textures={"automobiles_trans_am_lights.png"}, glow=15}) if is_breaking == false then self.r_lights:set_properties({textures={"automobiles_rear_lights.png"}, glow=10}) 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_rear_lights_off.png"}, glow=0}) end automobiles_lib.remove_light(self) end end end -- impacts and control self.object:move_to(curr_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 --control local steering_angle_max = 40 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 --adjust engine parameter (transmission emulation) local acc_factor = trans_am.max_acc_factor local transmission_state = automobiles_lib.get_transmission_state(longit_speed, trans_am.max_speed) local target_acc_factor = acc_factor if transmission_state == 1 then target_acc_factor = trans_am.max_acc_factor/2 end self._transmission_state = transmission_state --minetest.chat_send_all(transmission_state) --control accel, stop = automobiles_lib.control(self, dtime, hull_direction, longit_speed, longit_drag, later_drag, accel, target_acc_factor, trans_am.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 --whell turn if self.lf_wheel and self.rf_wheel and self.lr_wheel and self.rr_wheel then self.lf_wheel:set_attach(self.front_suspension,'',{x=-trans_am.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=trans_am.front_wheel_xpos,y=0,z=0},{x=0,y=(-self._steering_angle+angle_factor)+180,z=0}) self.lr_wheel:set_attach(self.rear_suspension,'',{x=-trans_am.rear_wheel_xpos,y=0,z=0},{x=0,y=0,z=0}) self.rr_wheel:set_attach(self.rear_suspension,'',{x=trans_am.rear_wheel_xpos,y=0,z=0},{x=0,y=180,z=0}) end --check if the tyres is touching the pavement local noded = automobiles_lib.nodeatpos(automobiles_lib.pos_shift(curr_pos,{y=-0.5})) if (noded and noded.drawtype ~= 'airlike') then if noded.drawtype ~= 'liquid' then local min_later_speed = 4.5 if (later_speed > min_later_speed or later_speed < -min_later_speed) and self._last_time_drift_snd >= 2.0 then self._last_time_drift_snd = 0 minetest.sound_play("automobiles_drifting", { pos = curr_pos, max_hear_distance = 20, gain = 3.0, fade = 0.0, pitch = 1.0, ephemeral = true, }) end if self.lf_wheel and self.rf_wheel and self.lr_wheel and self.rr_wheel then self.lf_wheel:set_animation_frame_speed(longit_speed * (12 - angle_factor)) self.rf_wheel:set_animation_frame_speed(-longit_speed * (12 + angle_factor)) self.lr_wheel:set_animation_frame_speed(longit_speed * (12 - angle_factor)) self.rr_wheel:set_animation_frame_speed(-longit_speed * (12 + angle_factor)) end end end --drive wheel turn self.object:set_bone_position("drive_wheel", {x=-0, y=0, z=0}, {x=0, y=0, z=-self._steering_angle*2}) 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 --turn light if self.turn_l_light and self.turn_r_light then self._turn_light_timer = self._turn_light_timer + dtime if math.abs(self._steering_angle) > 15 and self._turn_light_timer >= 1 then self._turn_light_timer = 0 --set turn light --minetest.chat_send_all(self._steering_angle) if self._steering_angle < 0 then --minetest.chat_send_all("direita") self.turn_r_light:set_properties({textures={"automobiles_rear_lights_full.png"}, glow=20}) end if self._steering_angle > 0 then --minetest.chat_send_all("esquerda") self.turn_l_light:set_properties({textures={"automobiles_rear_lights_full.png"}, glow=20}) end end if self._turn_light_timer > 0.5 then self.turn_l_light:set_properties({textures={"automobiles_rear_lights_off.png"}, glow=0}) self.turn_r_light:set_properties({textures={"automobiles_rear_lights_off.png"}, glow=0}) end if self._turn_light_timer > 1 then self._turn_light_timer = 1 end end --[[ 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 self._is_flying = 0 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 trans_am.engine_set_sound_and_animation(self, longit_speed) end end local energy_indicator_angle = automobiles_lib.get_gauge_angle(self._energy) if self.fuel_gauge then self.fuel_gauge:set_attach(self.object,'',trans_am_GAUGE_FUEL_POSITION,{x=0,y=0,z=energy_indicator_angle}) end ---------------------------- -- end energy consumption -- --gravity works if not self._is_flying or self._is_flying == 0 then accel.y = -automobiles_lib.gravity else local time_correction = (self.dtime/trans_am.ideal_step) local y_accel = self._car_gravity*time_correction accel.y = y_accel --sets the anti gravity end if stop ~= true then --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 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, 2.7) end local newpitch = self._pitch --velocity.y * math.rad(6) local newroll = 0 self.object:set_rotation({x=newpitch,y=newyaw,z=newroll}) --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, trans_am.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 if set_paint(self, puncher, itmstck) == false then 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 trans_am.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 trans_am.driver_formspec(name) else if name == self.owner then if clicker:get_player_control().aux1 == true then automobiles_lib.show_vehicle_trunk_formspec(self, clicker, trans_am.trunk_slots) else --is the owner, okay, lets attach automobiles_lib.attach_driver(self, clicker) -- sound self.sound_handle = minetest.sound_play({name = trans_am.engine_sound}, {object = self.object, gain = 1.5, pitch = 1, max_hear_distance = 30, loop = true,}) end 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, })