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--Todo make lift go up and down!
minetest.register_node("lifter:lift", {
tiles = {"lifter.png"},
description = "Lift",
drawtype = "normal",
paramtype = "light",
groups = {crumbly=3},
on_rightclick = function(pos, node, player, itemstack, pointed_thing)
local obj = minetest.add_entity(pos, "lifter:travelling_lift")
minetest.remove_node(pos)
if not player then
return
end
obj:get_luaentity().driver = player
player:set_attach(obj, "", {x=0, y=15, z=0}, {x=0, y=0, z=0})
player:set_eye_offset({x=0, y=6, z=0},{x=0, y=0, z=0})
end,
})
minetest.register_entity("lifter:travelling_lift", {
physical = true,
collide_with_objects = true,
collisionbox = {-0.5,-0.5,-0.5, 0.5,2.5,0.5},
visual = "cube",
textures = {"lifter.png", "lifter.png", "lifter.png", "lifter.png", "lifter.png", "lifter.png"},
--visual_size = {x=1, y=1},
driver = nil,
direction = 0,
on_punch = function(self, dtime)
end,
on_step = function(self, dtime)
local exit = false
-- Turn to actual sand when collides to ground or just move
local pos = self.object:getpos()
local bcp = {x=pos.x, y=pos.y-0.7, z=pos.z} -- Position of bottom center point
local bcn = minetest.get_node(bcp)
local bcd = minetest.registered_nodes[bcn.name]
-- Note: walkable is in the node definition, not in item groups
local np = {x=bcp.x, y=bcp.y+1, z=bcp.z}
if not self.driver then
minetest.add_node(np, {name="lifter:lift"})
self.object:remove()
nodeupdate(np)
return
end
local ctrl = self.driver:get_player_control()
if ctrl.jump then
self.direction = 1
end
if ctrl.sneak then
self.direction = -1
end
if ctrl.aux1 then
self.direction = 0
self.object:setvelocity({x=0, y=0, z=0})
end
pos.y = pos.y+1
local nex = 1
local wnode = minetest.get_node({x=pos.x+1, y=pos.y, z=pos.z})
local wbnode = minetest.get_node({x=pos.x+1, y=pos.y-nex, z=pos.z})
local snode = minetest.get_node({x=pos.x-1, y=pos.y, z=pos.z})
local sbnode = minetest.get_node({x=pos.x-1, y=pos.y-nex, z=pos.z})
local anode = minetest.get_node({x=pos.x, y=pos.y, z=pos.z+1})
local abnode = minetest.get_node({x=pos.x, y=pos.y-nex, z=pos.z+1})
local dnode = minetest.get_node({x=pos.x, y=pos.y, z=pos.z-1})
local dbnode = minetest.get_node({x=pos.x, y=pos.y-nex, z=pos.z-1})
if self.direction ~= 0 and not ctrl.jump and not ctrl.sneak then
if (wnode.name == "air" and wbnode.name ~= "air") or
(snode.name == "air" and sbnode.name ~= "air") or
(anode.name == "air" and abnode.name ~= "air") or
(dnode.name == "air" and dbnode.name ~= "air") then
self.direction = 0
self.object:setvelocity({x=0, y=0, z=0})
self.object:setacceleration({x=0, y=0, z=0})
end
end
if wnode.name == "air" and snode.name == "air" and anode.name == "air" and dnode.name == "air" then
if self.direction >= 0 then
self.direction = 0
self.object:setvelocity({x=0, y=0, z=0})
else
self.object:setacceleration({x=0, y=-10, z=0})
end
end
local vel = self.object:getvelocity()
if vector.equals(vel, {x=0,y=0,z=0}) then
if ctrl.up or ctrl.down or ctrl.left or ctrl.right then
exit = true
end
local npos = self.object:getpos()
if self.direction == 1 then
npos.y = npos.y+0.5
if minetest.get_node({x=npos.x, y=npos.y+2.5, z=npos.z}).name ~= "air" then
npos.y = npos.y-0.5
end
end
if self.direction == -1 then
npos.y = npos.y-1
if minetest.get_node(npos).name ~= "air" then
npos.y = npos.y+0.5
end
end
self.object:setpos(vector.round(npos))
end
if exit then
-- Create node and remove entity
minetest.add_node(np, {name="lifter:lift"})
self.object:remove()
nodeupdate(np)
if self.driver then
self.driver:set_detach()
self.driver:set_eye_offset({x=0, y=0, z=0},{x=0, y=0, z=0})
pos.y = pos.y-0.2
self.driver:setpos(pos)
end
return
end
-- Set gravity
self.object:setacceleration({x=0, y=self.direction*10, z=0})
end
})
minetest.register_craft({
output = "lifter:lift",
recipe = {
{"group:wood", "group:stick", "group:wood"},
{"group:wood", "default:mese", "group:wood"},
{"group:wood", "group:stick", "group:wood"},
},
})
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