automobiles_pck/automobiles_lib/entities.lua

820 lines
33 KiB
Lua

minetest.register_entity('automobiles_lib:pivot_mesh',{
initial_properties = {
physical = false,
collide_with_objects=false,
pointable=false,
visual = "mesh",
mesh = "automobiles_pivot_mesh.b3d",
textures = {"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_lib: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,
})
function automobiles_lib.on_rightclick (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
local formspec_f = automobiles_lib.driver_formspec
if self._formspec_function then formspec_f = self._formspec_function end
formspec_f(name)
else
if name == self.owner or
(self.driver_name == nil and
( minetest.check_player_privs(clicker, "valet_parking") or minetest.check_player_privs(clicker, {server=true}) )
) then
if clicker:get_player_control().aux1 == true then
automobiles_lib.show_vehicle_trunk_formspec(self, clicker, self._trunk_slots)
else
--is the owner, okay, lets attach
local attach_driver_f = automobiles_lib.attach_driver
if self._attach then attach_driver_f = self._attach end
attach_driver_f(self, clicker)
-- sound
local base_pitch = 1
if self._base_pitch then base_pitch = self._base_pitch end
self.sound_handle = minetest.sound_play({name = self._engine_sound},
{object = self.object, gain = 1, pitch = base_pitch, max_hear_distance = 30, loop = true,})
end
else
--minetest.chat_send_all("clicou")
--a passenger
if (automobiles_lib.is_minetest and not player_api.player_attached[name]) or
(automobiles_lib.is_mcl and not mcl_player.player_attached[name]) then
--there is no passenger, so lets attach
if self.driver_name then
local attach_pax_f = automobiles_lib.attach_pax
if self._attach_pax then attach_pax_f = self._attach_pax end
attach_pax_f(self, clicker, true)
end
else
--there is a passenger
--if you are the passenger, so deattach
local dettach_pax_f = automobiles_lib.dettach_pax
if self._dettach_pax then dettach_pax_f = self._dettach_pax end
dettach_pax_f(self, clicker)
end
end
end
end
function automobiles_lib.on_punch (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
local obj_attach = puncher:get_attach()
if obj_attach == self.driver_seat or obj_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_lib.get_hipotenuse_value(vector.new(), velocity)
--if math.abs(speed) <= 0.1 then
local was_refueled = automobiles_lib.loadFuel(self, puncher:get_player_name(), false, self._max_fuel)
if was_refueled 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
local paint_f = automobiles_lib.set_paint
if self._painting_function then paint_f = self._painting_function end
if paint_f(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("automobiles_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
local destroy_f = automobiles_lib.destroy
if self._destroy_function then destroy_f = self._destroy_function end
destroy_f(self)
end
end
end
function automobiles_lib.get_staticdata(self)
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,
stored_rag = self._show_rag,
stored_pitch = self._pitch,
stored_light_old_pos = self._light_old_pos,
stored_inv_id = self._inv_id,
stored_car_type = self._car_type,
stored_car_gravity = self._car_gravity,
stored_scale = self._vehicle_scale or 1,
stored_power_scale = self._vehicle_power_scale or 1,
--race data
stored_last_checkpoint = self._last_checkpoint,
stored_total_laps = self._total_laps,
stored_race_id = self._race_id,
})
end
local function scale_entity(self, scale)
scale = scale or 1
local initial_properties = automobiles_lib.properties_copy(self.initial_properties)
local new_properties = automobiles_lib.properties_copy(initial_properties)
--[[if initial_properties.collisionbox then
for i, value in ipairs(initial_properties.collisionbox) do
new_properties.collisionbox[i] = value * scale
--core.log("action", new_properties.collisionbox[i])
end
end
if initial_properties.selectionbox then
for i, value in ipairs(initial_properties.selectionbox) do
new_properties.selectionbox[i] = value * scale
end
end]]--
if initial_properties.stepheight then
new_properties.stepheight = initial_properties.stepheight * scale
end
new_properties.visual_size = {x=scale, y=scale}
self.object:set_properties(new_properties)
end
function automobiles_lib.on_activate(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._car_type = data.stored_car_type
self._car_gravity = data.stored_car_gravity or -automobiles_lib.gravity
self._vehicle_scale = data.stored_scale or 1
self._vehicle_power_scale = data.stored_power_scale or 1
automobiles_lib.setText(self, self._vehicle_name)
if data.remove then
automobiles_lib.destroy_inventory(self)
self.object:remove()
return
end
end
scale_entity(self, self._vehicle_scale)
if self._painting_load then
self._painting_load(self, self._color)
else
automobiles_lib.paint(self, self._color)
end
local pos = self.object:get_pos()
local front_suspension=minetest.add_entity(self.object:get_pos(),self._front_suspension_ent)
front_suspension:set_attach(self.object,'',self._front_suspension_pos,{x=0,y=0,z=0})
self.front_suspension = front_suspension
if self._front_wheel_ent then
local lf_wheel=minetest.add_entity(pos,self._front_wheel_ent)
lf_wheel:set_attach(self.front_suspension,'',{x=-self._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(self._front_wheel_frames, 0, 0, true)
self.lf_wheel = lf_wheel
local rf_wheel=minetest.add_entity(pos,self._front_wheel_ent)
rf_wheel:set_attach(self.front_suspension,'',{x=self._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(self._front_wheel_frames, 0, 0, true)
self.rf_wheel = rf_wheel
end
local rear_suspension=minetest.add_entity(self.object:get_pos(),self._rear_suspension_ent)
rear_suspension:set_attach(self.object,'',self._rear_suspension_pos,{x=0,y=0,z=0})
self.rear_suspension = rear_suspension
if self._rear_wheel_ent then
local lr_wheel=minetest.add_entity(pos,self._rear_wheel_ent)
lr_wheel:set_attach(self.rear_suspension,'',{x=-self._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(self._rear_wheel_frames, 0, 0, true)
self.lr_wheel = lr_wheel
local rr_wheel=minetest.add_entity(pos,self._rear_wheel_ent)
rr_wheel:set_attach(self.rear_suspension,'',{x=self._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(self._rear_wheel_frames, 0, 0, true)
self.rr_wheel = rr_wheel
end
if self._steering_ent then
local steering_axis=minetest.add_entity(pos,'automobiles_lib:pivot_mesh')
steering_axis:set_attach(self.object,'',self._drive_wheel_pos,{x=self._drive_wheel_angle,y=0,z=0})
self.steering_axis = steering_axis
local steering=minetest.add_entity(self.steering_axis:get_pos(), self._steering_ent)
steering:set_attach(self.steering_axis,'',{x=0,y=0,z=0},{x=0,y=0,z=0})
self.steering = steering
end
if self._rag_retracted_ent then
local rag_rect=minetest.add_entity(self.object:get_pos(),self._rag_retracted_ent)
rag_rect:set_attach(self.object,'',{x=0,y=0,z=0},{x=0,y=0,z=0})
self.rag_rect = rag_rect
self.rag_rect:set_properties({is_visible=false})
end
if self._rag_extended_ent then
local rag=minetest.add_entity(self.object:get_pos(),self._rag_extended_ent)
rag:set_attach(self.object,'',{x=0,y=0,z=0},{x=0,y=0,z=0})
self.rag = rag
end
automobiles_lib.seats_create(self)
local pointer_entity = 'automobiles_lib:pointer'
if self._gauge_pointer_ent then pointer_entity = self._gauge_pointer_ent end
if self._fuel_gauge_pos then
local fuel_gauge=minetest.add_entity(pos, pointer_entity)
fuel_gauge:set_attach(self.object,'',self._fuel_gauge_pos,{x=0,y=0,z=0})
self.fuel_gauge = fuel_gauge
end
if self._front_lights then
local lights = minetest.add_entity(pos,self._front_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})
end
if self._rear_lights then
local r_lights = minetest.add_entity(pos,self._rear_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})
end
if self._reverse_lights then
local reverse_lights = minetest.add_entity(pos,self._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})
end
if self._turn_left_lights then
local turn_l_light = minetest.add_entity(pos,self._turn_left_lights)
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})
end
if self._turn_right_lights then
local turn_r_light = minetest.add_entity(pos,self._turn_right_lights)
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})
end
if self._extra_items_function then
self._extra_items_function(self)
end
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, self._trunk_slots)
else
self.inv = inv
end
automobiles_lib.actfunc(self, staticdata, dtime_s)
end
function automobiles_lib.on_step(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]]--
--in case it's not declared
self._max_acc_factor = self._max_acc_factor or 1
self._vehicle_scale = self._vehicle_scale or 1
self._vehicle_power_scale = self._vehicle_power_scale or self._vehicle_scale
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) *
(self._LONGIT_DRAG_FACTOR - fuel_weight_factor) * -1 * automobiles_lib.sign(longit_speed))
local later_speed = automobiles_lib.dot(velocity,nhdir)
local dynamic_later_drag = self._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
--core.chat_send_all(dump(longit_speed))
if automobiles_lib.extra_drift and longit_speed > (4*self._vehicle_power_scale) then
dynamic_later_drag = dynamic_later_drag/(longit_speed*2)
end
local later_drag = vector.new()
if self._is_motorcycle == true then
later_drag = vector.multiply(nhdir,later_speed*
later_speed*self._LATER_DRAG_FACTOR*-1*automobiles_lib.sign(later_speed))
else
later_drag = vector.multiply(nhdir,later_speed*
later_speed*dynamic_later_drag*-1*automobiles_lib.sign(later_speed))
end
local accel = vector.add(longit_drag,later_drag)
local stop = nil
local curr_pos = self.object:get_pos()
if self._show_rag == true then
if self._windshield_pos and self._windshield_ext_rotation then
self.object:set_bone_position("windshield", self._windshield_pos, self._windshield_ext_rotation) --extended
end
if self.rag_rect then self.rag_rect:set_properties({is_visible=true}) end
if self.rag then self.rag:set_properties({is_visible=false}) end
else
if self._windshield_pos then
self.object:set_bone_position("windshield", self._windshield_pos, {x=0, y=0, z=0}) --retracted
end
if self.rag_rect then self.rag_rect:set_properties({is_visible=false}) end
if self.rag then self.rag:set_properties({is_visible=true}) end
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 or player_attach == self.object then is_attached = true end
end
end
end
end
--for flying
if self._setmode then
self._setmode(self, is_attached, curr_pos, velocity, player, dtime)
end
local is_braking = false
if is_attached then
local ctrl = player:get_player_control()
if ctrl.jump then
dynamic_later_drag = 0.2
end
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
local horn_sound = "automobiles_horn"
if self._horn_sound then horn_sound = self._horn_sound end
minetest.sound_play({name = horn_sound},
{object = self.object, gain = 0.6, pitch = 1.0, max_hear_distance = 32, loop = false,})
end
end
if ctrl.down then
is_braking = true
if self.r_lights then self.r_lights:set_properties({textures={"automobiles_rear_lights_full.png"}, glow=15}) end
end
if self.reverse_lights then
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
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_front_lights.png"}, glow=15})
if is_braking == false then
if self.r_lights then self.r_lights:set_properties({textures={"automobiles_rear_lights.png"}, glow=10}) end
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_braking == false then
if self.r_lights then self.r_lights:set_properties({textures={"automobiles_rear_lights_off.png"}, glow=0}) end
end
automobiles_lib.remove_light(self)
end
end
end
-- impacts and control
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*self._vehicle_scale then
local mid_speed = (steering_speed/2)
steering_speed = (mid_speed + (mid_speed / math.abs(longit_speed*0.25))*self._vehicle_scale)
end
--adjust engine parameter (transmission emulation)
local acc_factor = self._max_acc_factor
local transmission_state = automobiles_lib.get_transmission_state(self, longit_speed, self._max_speed)
local target_acc_factor = acc_factor
if self._have_transmission ~= false then
if transmission_state == 1 then
target_acc_factor = (acc_factor/3)
end
if transmission_state == 2 then
target_acc_factor = (acc_factor/2)
end
self._transmission_state = transmission_state
end
--core.chat_send_all(transmission_state)
--control
local control = automobiles_lib.control
if self._control_function then
control = self._control_function
end
accel, stop = control(self, dtime, hull_direction, longit_speed, longit_drag, later_drag, accel, target_acc_factor, self._max_speed, steering_angle_max, steering_speed)
--accel = vector.multiply(accel, self._vehicle_power_scale)
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 and self._is_flying ~= 1 then
self.lf_wheel:set_attach(self.front_suspension,'',{x=-self._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=self._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=-self._rear_wheel_xpos,y=0,z=0},{x=0,y=0,z=0})
self.rr_wheel:set_attach(self.rear_suspension,'',{x=self._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=self.initial_properties.collisionbox[2]-0.5}))
if (noded and noded.drawtype ~= 'airlike') then
if noded.drawtype ~= 'liquid' then
local wheel_compensation = longit_speed * (self._wheel_compensation or 1)
if self.lf_wheel then self.lf_wheel:set_animation_frame_speed( wheel_compensation * (12 - angle_factor)) end
if self.rf_wheel then self.rf_wheel:set_animation_frame_speed(-wheel_compensation * (12 + angle_factor)) end
if self.lr_wheel then self.lr_wheel:set_animation_frame_speed( wheel_compensation * (12 - angle_factor)) end
if self.rr_wheel then self.rr_wheel:set_animation_frame_speed(-wheel_compensation * (12 + angle_factor)) end
end
else
--is flying
if self.lf_wheel then self.lf_wheel:set_animation_frame_speed(0) end
if self.rf_wheel then self.rf_wheel:set_animation_frame_speed(0) end
if self.lr_wheel then self.lr_wheel:set_animation_frame_speed(0) end
if self.rr_wheel then self.rr_wheel:set_animation_frame_speed(0) end
end
--drive wheel turn
if self._steering_ent then
self.steering:set_attach(self.steering_axis,'',{x=0,y=0,z=0},{x=0,y=0,z=self._steering_angle*2})
else
self.object:set_bone_position("drive_wheel", {x=-0, y=0, z=0}, {x=0, y=0, z=-self._steering_angle*2})
end
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)
local textures_l = self._textures_turn_lights_on or {"automobiles_rear_lights_full.png"}
if self._steering_angle < 0 then
--minetest.chat_send_all("direita")
self.turn_r_light:set_properties({textures=textures_l, glow=20})
end
if self._steering_angle > 0 then
--minetest.chat_send_all("esquerda")
self.turn_l_light:set_properties({textures=textures_l, glow=20})
end
end
if self._turn_light_timer > 0.5 then
local textures_l = self._textures_turn_lights_off or {"automobiles_rear_lights_off.png"}
self.turn_l_light:set_properties({textures=textures_l, glow=0})
self.turn_r_light:set_properties({textures=textures_l, 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)
if automobiles_lib.is_drift_game == false then
local consumption = 40000
if self._consumption_divisor then
consumption = self._consumption_divisor
end
local consumed_power = acceleration/consumption
self._energy = self._energy - consumed_power;
else
self._energy = 5
end
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)
self.sound_handle = nil
minetest.chat_send_player(self.driver_name, "Out of fuel")
end
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
automobiles_lib.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,'',self._fuel_gauge_pos,{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/automobiles_lib.ideal_step)
local y_accel = self._car_gravity*time_correction
accel.y = y_accel --sets the anti gravity
end
if stop == true then
self._last_accel = vector.new() --self.object:get_acceleration()
self.object:set_acceleration({x=0,y=0,z=0})
self.object:set_velocity({x=0,y=0,z=0})
else
self.object:move_to(curr_pos)
--airutils.set_acceleration(self.object, new_accel)
local limit = (self._max_speed/self.dtime)
if accel.y > limit then accel.y = limit end --it isn't a rocket :/
self._last_accel = accel
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*self._vehicle_scale, (self._front_suspension_pos.z*self._vehicle_scale)/10)
end
local newpitch = self._pitch --velocity.y * math.rad(6)
local newroll = self._roll or 0
if self._is_flying == 1 then
newpitch = 0
local turn_effect_speed = longit_speed
if turn_effect_speed > 10 then turn_effect_speed = 10 end
newroll = (-self._steering_angle/100)*(turn_effect_speed/10)
if math.abs(self._steering_angle) < 1 then newroll = 0 end
--pitch
local max_pitch = 6
local h_vel_compensation = (((longit_speed * 2) * 100)/max_pitch)/100
if h_vel_compensation < 0 then h_vel_compensation = 0 end
if h_vel_compensation > max_pitch then h_vel_compensation = max_pitch end
newpitch = newpitch + (velocity.y * math.rad(max_pitch - h_vel_compensation))
else
local turn_effect_speed = longit_speed
if self._is_motorcycle then
if turn_effect_speed > 20 then turn_effect_speed = 20 end
newroll = (-self._steering_angle/100)*(turn_effect_speed/10)
if is_attached == false and stop == true then
newroll = self._stopped_roll
end
else
if turn_effect_speed > 10 then turn_effect_speed = 10 end
if math.abs(longit_speed) > 0 then
--local tilt_effect = (-self._steering_angle/100)*(turn_effect_speed/30)
local max_tilt = 10
local tilt_effect = (-later_speed/12)*(turn_effect_speed/30)
local tire_burn = false
if tilt_effect > max_tilt then
tilt_effect = max_tilt
end
if tilt_effect < -max_tilt then
tilt_effect = -max_tilt
end
newroll = tilt_effect * -1
self.front_suspension:set_rotation({x=0,y=0,z=tilt_effect})
self.rear_suspension:set_rotation({x=0,y=0,z=tilt_effect})
newroll = newroll + (self._roll or 0)
if (noded and noded.drawtype ~= 'airlike') then
if noded.drawtype ~= 'liquid' then
local min_later_speed = self._min_later_speed or 3
local speed_for_smoke = min_later_speed / 2
if (later_speed > speed_for_smoke or later_speed < -speed_for_smoke) and not self._is_motorcycle then
automobiles_lib.add_smoke(self, curr_pos, yaw, self._rear_wheel_xpos*self._vehicle_scale)
if automobiles_lib.extra_drift == false then --disables the sound when playing drift game.. it's annoying
if self._last_time_drift_snd >= 2.0 and (later_speed > min_later_speed or later_speed < -min_later_speed) 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
end
end
end
end
else
self.front_suspension:set_rotation({x=0,y=0,z=0})
self.rear_suspension:set_rotation({x=0,y=0,z=0})
end
end
end
self.object:set_rotation({x=newpitch,y=newyaw,z=newroll})
self._longit_speed = longit_speed
end