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|
--[[ Helpers ]]--
-- Keep track of attached players (for leaveplayer)
local attached = {}
-- Terrain checkers
local function is_water(pos)
local nn = minetest.get_node(pos).name
return minetest.get_item_group(nn, "liquid") ~= 0
end
local function is_bike_friendly(pos)
local nn = minetest.get_node(pos).name
return minetest.get_item_group(nn, "crumbly") == 0 or minetest.get_item_group(nn, "bike_friendly") ~= 0
end
-- Maths
local function get_sign(i)
if i == 0 then
return 0
else
return i / math.abs(i)
end
end
local function get_velocity(v, yaw, y)
local x = -math.sin(yaw) * v
local z = math.cos(yaw) * v
return {x = x, y = y, z = z}
end
local function get_v(v)
return math.sqrt(v.x ^ 2 + v.z ^ 2)
end
-- Custom hand
minetest.register_node("bike:hand", {
description = "",
range = 0,
on_place = function(itemstack, placer, pointed_thing)
return ItemStack("bike:hand "..itemstack:get_count())
end,
wield_image = minetest.registered_items[""].wield_image,
wield_scale = minetest.registered_items[""].wield_scale,
node_placement_prediction = "",
})
--[[ Bike ]]--
-- Default textures (overidden when mounted)
local default_tex = {
"metal_grey.png",
"gear.png",
"metal_blue.png",
"leather.png",
"chain.png",
"metal_grey.png",
"leather.png",
"metal_black.png",
"metal_black.png",
"blank.png",
"tread.png",
"gear.png",
"spokes.png",
"tread.png",
"spokes.png",
}
-- Entity
local bike = {
physical = true,
-- Warning: Do not change the position of the collisionbox top surface,
-- lowering it causes the bike to fall through the world if underwater
collisionbox = {-0.5, -0.4, -0.5, 0.5, 0.8, 0.5},
collide_with_objects = false,
visual = "mesh",
mesh = "bike.b3d",
textures = default_tex,
stepheight = 0.6,
driver = nil,
old_driver = {},
v = 0, -- Current velocity
last_v = 0, -- Last velocity
max_v = 10, -- Max velocity
fast_v = 0, -- Fast adder
f_speed = 30, -- Frame speed
last_y = nil, -- Last height
up = false, -- Are we going up?
timer = 0,
removed = false
}
-- Dismont the player
local function dismount_player(bike, exit)
bike.object:set_velocity({x = 0, y = 0, z = 0})
-- Make the bike empty again
bike.object:set_properties({textures = default_tex})
bike.v = 0
if bike.driver then
attached[bike.driver:get_player_name()] = nil
bike.driver:set_detach()
-- Reset original player properties
bike.driver:set_properties({textures=bike.old_driver["textures"]})
bike.driver:set_eye_offset(bike.old_driver["eye_offset"].offset_first, bike.old_driver["eye_offset"].offset_third)
bike.driver:hud_set_flags(bike.old_driver["hud"])
bike.driver:get_inventory():set_stack("hand", 1, bike.old_driver["hand"])
-- Is the player leaving? If so, dont do this stuff or Minetest will have a fit
if not exit then
local pos = bike.driver:get_pos()
pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
bike.driver:set_pos(pos)
end
bike.driver = nil
end
end
-- Mounting
function bike.on_rightclick(self, clicker)
if not clicker or not clicker:is_player() then
return
end
if not self.driver then
attached[clicker:get_player_name()] = true
-- Make integrated player appear
self.object:set_properties({
textures = {
"metal_grey.png",
"gear.png",
"metal_blue.png",
"leather.png",
"chain.png",
"metal_grey.png",
"leather.png",
"metal_black.png",
"metal_black.png",
clicker:get_properties().textures[1].."^helmet.png",
"tread.png",
"gear.png",
"spokes.png",
"tread.png",
"spokes.png",
},
})
-- Save the player's properties that we need to change
self.old_driver["textures"] = clicker:get_properties().textures
self.old_driver["eye_offset"] = clicker:get_eye_offset()
self.old_driver["hud"] = clicker:hud_get_flags()
self.old_driver["hand"] = clicker:get_inventory():get_stack("hand", 1)
-- Change the hand
clicker:get_inventory():set_stack("hand", 1, "bike:hand")
local attach = clicker:get_attach()
if attach and attach:get_luaentity() then
local luaentity = attach:get_luaentity()
if luaentity.driver then
luaentity.driver = nil
end
clicker:set_detach()
end
self.driver = clicker
-- Set new properties and hide HUD
clicker:set_properties({textures = {"blank.png"}})
clicker:set_attach(self.object, "body", {x = 0, y = 10, z = 5}, {x = 0, y = 0, z = 0})
clicker:set_eye_offset({x=0,y=-3,z=10},{x=0,y=0,z=5})
clicker:hud_set_flags({
hotbar = false,
wielditem = false,
})
-- Look forward initially
clicker:set_look_horizontal(self.object:get_yaw())
end
end
function bike.on_activate(self, staticdata, dtime_s)
self.object:set_acceleration({x = 0, y = -9.8, z = 0})
self.object:set_armor_groups({immortal = 1})
if staticdata then
self.v = tonumber(staticdata)
end
self.last_v = self.v
-- We aren't going up yet
self.last_y = 0
end
function bike.get_staticdata(self)
return tostring(self.v)
end
function bike.on_punch(self, puncher)
if not puncher or not puncher:is_player() or self.removed then
return
end
if not self.driver then
local inv = puncher:get_inventory()
-- We can only carry one bike
if not inv:contains_item("main", "bike:bike") then
local leftover = inv:add_item("main", "bike:bike")
-- if no room in inventory add the bike to the world
if not leftover:is_empty() then
minetest.add_item(self.object:get_pos(), leftover)
end
else
-- Turn it into raw materials
if not (creative and creative.is_enabled_for(puncher:get_player_name())) then
local ctrl = puncher:get_player_control()
if not ctrl.sneak then
minetest.chat_send_player(puncher:get_player_name(), "Warning: Destroying the bike gives you only some resources back. If you are sure, hold sneak while destroying the bike.")
return
end
local leftover = inv:add_item("main", "default:steel_ingot 6")
-- if no room in inventory add the iron to the world
if not leftover:is_empty() then
minetest.add_item(self.object:get_pos(), leftover)
end
end
end
self.removed = true
-- Delay remove to ensure player is detached
minetest.after(0.1, function()
self.object:remove()
end)
end
end
-- Animations
local function bike_anim(self)
-- The `self.object:get_animation().y ~= <frame>` is to check if the animation is already running
if self.driver then
local ctrl = self.driver:get_player_control()
-- Wheely
if ctrl.jump then
-- We are moving
if self.v > 0 then
if self.object:get_animation().y ~= 79 then
self.object:set_animation({x=59,y=79}, self.f_speed + self.fast_v, 0, true)
end
return
-- Else we are not
else
if self.object:get_animation().y ~= 59 then
self.object:set_animation({x=59,y=59}, self.f_speed + self.fast_v, 0, true)
end
return
end
end
-- Left or right tilt, but only if we arent doing a wheely
if ctrl.left then
if self.object:get_animation().y ~= 58 then
self.object:set_animation({x=39,y=58}, self.f_speed + self.fast_v, 0, true)
end
return
elseif ctrl.right then
if self.object:get_animation().y ~= 38 then
self.object:set_animation({x=19,y=38}, self.f_speed + self.fast_v, 0, true)
end
return
end
end
-- If none of that, then we are just moving forward
if self.v > 0 then
if self.object:get_animation().y ~= 18 then
self.object:set_animation({x=0,y=18}, 30, 0, true)
end
return
-- Or not
else
if self.object:get_animation().y ~= 0 then
self.object:set_animation({x=0,y=0}, 0, 0, false)
end
end
end
-- Run every tick
function bike.on_step(self, dtime)
-- Has the player left?
if self.driver then
if not attached[self.driver:get_player_name()] then
dismount_player(self, true)
end
end
-- Have we come to a sudden stop?
if math.abs(self.last_v - self.v) > 3 then
-- And is Minetest not being dumb
if not self.up then
self.v = 0
-- If so, dismount
if self.driver then
dismount_player(self)
end
end
end
self.last_v = self.v
self.timer = self.timer + dtime;
if self.timer >= 0.5 then
-- Recording y values to check if we are going up
self.last_y = self.object:get_pos().y
self.timer = 0
end
-- Are we going up?
if self.last_y < self.object:get_pos().y then
self.up = true
else
self.up = false
end
-- Run animations
bike_anim(self)
-- Are we falling?
if self.object:get_velocity().y < -10 and self.driver ~= nil then
-- If so, dismount
dismount_player(self)
return
end
local current_v = get_v(self.object:get_velocity()) * get_sign(self.v)
self.v = (current_v + self.v*3) / 4
if self.driver then
local ctrl = self.driver:get_player_control()
local yaw = self.object:get_yaw()
local agility = 0
-- Sneak dismount
if ctrl.sneak then
dismount_player(self)
end
if self.v > 0.4 then
agility = 1/math.sqrt(self.v)
else
agility = 1.58
end
-- Forward
if ctrl.up then
-- Are we going fast?
if ctrl.aux1 then
if self.fast_v ~= 5 then
self.fast_v = 5
end
else
if self.fast_v > 0 then
self.fast_v = self.fast_v - 0.05 * agility
end
end
self.v = self.v + 0.2 + (self.fast_v*0.1) * agility
-- Brakes
elseif ctrl.down then
self.v = self.v - 0.5 * agility
if self.fast_v > 0 then
self.fast_v = self.fast_v - 0.05 * agility
end
-- Nothin'
else
self.v = self.v - 0.05 * agility
if self.fast_v > 0 then
self.fast_v = self.fast_v - 0.05 * agility
end
end
-- Wheely will change this
local turn_speed = 1
-- Are we doing a wheely?
if ctrl.jump then
turn_speed = 2
else
turn_speed = 1
end
-- Turning
if ctrl.left then
self.object:set_yaw(yaw + (turn_speed + dtime) * 0.06 * agility)
elseif ctrl.right then
self.object:set_yaw(yaw - (turn_speed + dtime) * 0.06 * agility)
end
end
-- Movement
local velo = self.object:get_velocity()
if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
self.object:move_to(self.object:get_pos())
return
end
local s = get_sign(self.v)
if s ~= get_sign(self.v) then
self.object:set_velocity({x = 0, y = 0, z = 0})
self.v = 0
return
end
if self.v > self.max_v + self.fast_v then
self.v = self.max_v + self.fast_v
elseif self.v < 0 then
self.v = 0
end
local p = self.object:get_pos()
if is_water(p) then
self.v = self.v / 1.3
end
-- Can we ride good here?
if not is_bike_friendly({x=p.x, y=p.y + self.collisionbox[2] - 0.05, z=p.z}) then
self.v = self.v / 1.05
end
local new_velo
new_velo = get_velocity(self.v, self.object:get_yaw(), self.object:get_velocity().y)
self.object:move_to(self.object:get_pos())
self.object:set_velocity(new_velo)
end
-- Player is leaving (doesn't matter if they are on a bike or not)
minetest.register_on_leaveplayer(function(player)
attached[player:get_player_name()] = nil
end)
-- Dismount all players on server shutdown
minetest.register_on_shutdown(function()
for _, e in pairs(minetest.luaentities) do
if (e.driver ~= nil) then
dismount_player(e, true)
end
end
end)
-- Register the entity
minetest.register_entity("bike:bike", bike)
-- Craftitem
minetest.register_craftitem("bike:bike", {
description = "bike",
inventory_image = "bike_inventory.png",
wield_scale = {x = 3, y = 3, z = 2},
groups = {flammable = 2},
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local node = minetest.get_node(under)
local udef = minetest.registered_nodes[node.name]
if udef and udef.on_rightclick and
not (placer and placer:is_player() and
placer:get_player_control().sneak) then
return udef.on_rightclick(under, node, placer, itemstack,
pointed_thing) or itemstack
end
if pointed_thing.type ~= "node" then
return itemstack
end
bike = minetest.add_entity(pointed_thing.above, "bike:bike")
if bike then
if placer then
bike:set_yaw(placer:get_look_horizontal())
end
local player_name = placer and placer:get_player_name() or ""
if not (creative and creative.is_enabled_for and
creative.is_enabled_for(player_name)) then
itemstack:take_item()
end
end
return itemstack
end,
})
-- Crafting things
minetest.register_craftitem("bike:wheel", {
description = "Bike Wheel",
inventory_image = "bike_wheel.png",
})
minetest.register_craftitem("bike:handles", {
description = "Bike Handles",
inventory_image = "bike_handles.png",
})
if minetest.get_modpath("technic") ~= nil then
minetest.register_craft({
output = "bike:wheel 2",
recipe = {
{"", "technic:rubber", ""},
{"technic:rubber", "default:steel_ingot", "technic:rubber"},
{"", "technic:rubber", ""},
},
})
else
minetest.register_craft({
output = "bike:wheel 2",
recipe = {
{"", "group:wood", ""},
{"group:wood", "default:steel_ingot", "group:wood"},
{"", "group:wood", ""},
},
})
end
minetest.register_craft({
output = "bike:handles",
recipe = {
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
{"group:wood", "", "group:wood"},
},
})
minetest.register_craft({
output = "bike:bike",
recipe = {
{"bike:handles", "", "group:wood"},
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
{"bike:wheel", "", "bike:wheel"},
},
})
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