1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
|
walkway = {}
local speed = 0.4
minetest.register_entity("walkway:moving_dummy",{
initial_properties = {
hp_max = 1,
physical = false,
collisionbox = {0.005, -0.005, 0.005, -0.005, 0.005, -0.025},
visual = "cube",
visual_size = {x = 1, y = 1},
textures = {"blank.png","blank.png", "blank.png","blank.png","blank.png","blank.png"},
spritediv = {x = 1, y = 1},
initial_sprite_basepos = {x = 0, y = 0},
is_visible = true;
},
player = nil,
on_step = function (self, dtime)
local name = ""
if self.player and self.player:is_player() then
name = self.player:get_player_name()
elseif not self.player then
self.object:remove()
end
local pos = self.object:getpos()
local napos = minetest.get_node(pos)
local dir = vector.new(minetest.facedir_to_dir(napos.param2)) -- a copy of the facedir so we don't overwrite the facedir table
local vx=0
local vz=0
if name ~="" then
-- based on code from the tower crane mod --
local ctrl = self.player:get_player_control()
local yaw = self.player:get_look_horizontal()
local pos = self.player:getpos()
local walk_speed = minetest.settings:get("movement_speed_walk") or 4
local speed_forward = 0
local speed_right= 0
if (ctrl.up or ctrl.down or ctrl.left or ctrl.right) then
default.player_set_animation(self.player, "walk" , 30)
else
default.player_set_animation(self.player, "stand" , 30)
end
if ctrl.up then -- forward
speed_forward = walk_speed
elseif ctrl.down then -- backward
speed_forward = -walk_speed
end
if ctrl.right then -- right
speed_right = walk_speed
elseif ctrl.left then -- left
speed_right = -walk_speed
end
-- calculate the direction vector
vx = math.cos(yaw+math.pi/2) * speed_forward + math.cos(yaw) * speed_right
vz = math.sin(yaw+math.pi/2) * speed_forward + math.sin(yaw) * speed_right
if dir.x == 0 then
vx = 0
elseif dir.z == 0 then
vz = 0
end
end
if napos.name == "walkway:belt_straight" then
self.object:setvelocity({x = dir.x / speed, y = 0, z = dir.z / speed})
elseif napos.name == "walkway:belt" then
if dir.x == 0 then
dir.x = (math.floor(pos.x + 0.5) - pos.x) * 2
elseif dir.z == 0 then
dir.z = (math.floor(pos.z + 0.5) - pos.z) * 2
end
self.object:setvelocity({x = dir.x / speed + vx, y = 0, z = dir.z / speed+vz})
else
if self.player then
self.player:set_detach()
self.object:remove()
else
self.object:remove()
end
if name ~="" then
default.player_attached[name] = false
end
end
end
})
minetest.register_node("walkway:belt", {
description = "Moving Walkway",
tiles = {{name="factory_belt_top_animation.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=0.2}}, "factory_belt_bottom.png", "factory_belt_side.png",
"factory_belt_side.png", "factory_belt_side.png", "factory_belt_side.png"},
groups = {cracky=1},
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = true,
legacy_facedir_simple = true,
node_box = {
type = "fixed",
fixed = {{-0.5,-0.5,-0.5,0.5,0.0625,0.5},}
},
})
-- minetest.register_node("walkway:belt_straight", {
-- description = "straight Conveyor Belt",
-- tiles = {{name="factory_belt_top_animation.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=0.4}}, "factory_belt_bottom.png", "factory_belt_side.png",
-- "factory_belt_side.png", "factory_belt_side.png", "factory_belt_side.png"},
-- groups = {cracky=1},
-- drawtype = "nodebox",
-- paramtype = "light",
-- paramtype2 = "facedir",
-- is_ground_content = true,
-- legacy_facedir_simple = true,
-- node_box = {
-- type = "fixed",
-- fixed = {{-0.5,-0.5,-0.5,0.5,0.0625,0.5},}
-- },
-- })
minetest.register_abm({
nodenames = {"walkway:belt", "walkway:belt_straight"},
neighbors = nil,
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local all_objects = minetest.get_objects_inside_radius(pos, 0.75)
local _,obj
for _,obj in ipairs(all_objects) do
if not obj:is_player() and obj:get_luaentity() and obj:get_luaentity().name == "__builtin:item" then
walkway.do_moving_item({x = pos.x, y = pos.y + 0.15, z = pos.z}, obj:get_luaentity().itemstring)
obj:get_luaentity().itemstring = ""
obj:remove()
end
end
end,
})
minetest.register_abm({
nodenames = {"walkway:belt", "walkway:belt_straight"},
neighbors = nil,
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local all_objects = minetest.get_objects_inside_radius(pos, 0.75)
local _,obj
for _,obj in ipairs(all_objects) do
if obj:is_player() and not obj:get_attach() then
dum = walkway.do_moving_dummy({x = pos.x, y = pos.y + 0.15, z = pos.z}, obj):get_luaentity()
dum.player = obj
obj:set_attach(dum.object, "", {x=0,y=9,z=0}, {x=0,y=0,z=0})
local name = obj:get_player_name()
default.player_attached[name] = true
elseif obj:get_luaentity() and string.sub(obj:get_luaentity().name,1,string.len("mobs_animal")) == "mobs_animal" then
dum = walkway.do_moving_dummy({x = pos.x, y = pos.y + 0.15, z = pos.z}, obj):get_luaentity()
dum.player = obj
-- minetest.chat_send_all("Attaching "..obj:get_luaentity().name)
obj:set_attach(dum.object, "", {x=0,y=-1,z=0}, {x=0,y=0,z=0})
end
end
end,
})
-- Based off of the pipeworks item code
function walkway.do_moving_item(pos, item)
if item==":" then
return
end
local stack = ItemStack(item)
local obj = minetest.add_entity(pos, "walkway:moving_item")
obj:get_luaentity():set_item(stack:to_string())
return obj
end
function walkway.do_moving_dummy(pos, player)
local stack = ItemStack(item)
local obj = minetest.add_entity(pos, "walkway:moving_dummy")
-- obj:attach(player)
return obj
end
minetest.register_entity("walkway:moving_item", {
initial_properties = {
hp_max = 1,
physical = false,
collisionbox = {0.125, 0.125, 0.125, 0.125, 0.125, 0.125},
visual = "wielditem",
visual_size = {x = 0.5, y = 0.5},
textures = {""},
spritediv = {x = 1, y = 1},
initial_sprite_basepos = {x = 0, y = 0},
is_visible = false,
},
physical_state = true,
itemstring = '',
set_item = function(self, itemstring)
self.itemstring = itemstring
local stack = ItemStack(itemstring)
local count = stack:get_count()
local max_count = stack:get_stack_max()
if count > max_count then
count = max_count
self.itemstring = stack:get_name().." "..max_count
end
local s = 0.15 + 0.15 * (count / max_count)
local c = 0.8 * s
local itemtable = stack:to_table()
local itemname = nil
if itemtable then
itemname = stack:to_table().name
end
local item_texture = nil
local item_type = ""
if core.registered_items[itemname] then
item_texture = core.registered_items[itemname].inventory_image
item_type = core.registered_items[itemname].type
end
prop = {
is_visible = true,
visual = "wielditem",
textures = {itemname},
visual_size = {x = s, y = s},
collisionbox = {-c, -c, -c, c, c, c},
automatic_rotate = math.pi * 0.2,
}
self.object:set_properties(prop)
end,
get_staticdata = function(self)
return core.serialize({
itemstring = self.itemstring
})
end,
on_activate = function(self, staticdata, dtime_s)
if string.sub(staticdata, 1, string.len("return")) == "return" then
local data = core.deserialize(staticdata)
if data and type(data) == "table" then
self.itemstring = data.itemstring
end
else
self.itemstring = staticdata
end
self.object:set_armor_groups({immortal = 1})
self:set_item(self.itemstring)
end,
on_step = function(self, dtime)
local pos = self.object:getpos()
local napos = minetest.get_node(pos)
local dir = vector.new(minetest.facedir_to_dir(napos.param2)) -- a copy of the facedir so we don't overwrite the facedir table
if napos.name == "walkway:belt_straight" then
self.object:setvelocity({x = dir.x / speed, y = 0, z = dir.z / speed})
elseif napos.name == "walkway:belt" then
if dir.x == 0 then
dir.x = (math.floor(pos.x + 0.5) - pos.x) * 2
elseif dir.z == 0 then
dir.z = (math.floor(pos.z + 0.5) - pos.z) * 2
end
self.object:setvelocity({x = dir.x / speed, y = 0, z = dir.z / speed})
else
local stack = ItemStack(self.itemstring)
local veldir = self.object:getvelocity();
minetest.item_drop(stack, walkway.no_player, {x = pos.x + veldir.x / 3, y = pos.y, z = pos.z + veldir.z / 3})
self.object:remove()
end
end
})
minetest.register_craft({
output = "walkway:belt 12",
recipe = {
{"", "default:gold_ingot", ""},
{"default:stone", "default:mese_crystal", "default:stone"},
{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"}
}
})
|