Modify do_movement_step to move to always move to the edge of the current rail segment before updating the direction to prevent oscillations at corners, fix end of track stop location with new movement behavior, disable experimental controls, swap code to detach the driver on float with a call to detach_driver()

This commit is contained in:
teknomunk 2024-02-14 10:48:55 +00:00
parent f3fac3586f
commit 15000be8ec

View file

@ -7,6 +7,7 @@ mcl_minecarts = {}
mcl_minecarts.modpath = minetest.get_modpath(modname)
mcl_minecarts.speed_max = 10
mcl_minecarts.check_float_time = 15
local max_step_distance = 0.5
dofile(mcl_minecarts.modpath.."/functions.lua")
dofile(mcl_minecarts.modpath.."/rails.lua")
@ -192,6 +193,22 @@ local function make_staticdata( railtype, connected_at, dir )
}
end
local function to_dirstring(dir)
if dir.x == 0 then
if dir.z == 1 then
return "north"
else
return "south"
end
elseif dir.z == 0 then
if dir.x == 1 then
return " east"
else
return " west"
end
end
end
local function register_entity(entity_id, mesh, textures, drop, on_rightclick, on_activate_by_rail)
local cart = {
initial_properties = {
@ -345,16 +362,51 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
local passenger_attach_position = vector.new(0, -1.75, 0)
local function do_movement_step(self, distance)
local function distance_to_next_block( dir, pos )
if dir.x == 1 then
return 1 - ( pos.x - math.floor(pos.x) )
elseif dir.x == -1 then
return pos.x - math.floor(pos.x)
elseif dir.z == 1 then
return 1 - ( pos.z - math.floor(pos.z) )
elseif dir.z == -1 then
return pos.z - math.floor(pos.z)
elseif dir.y == 1 then
return 1 - ( pos.y - math.floor(pos.z) )
else
return pos.y - math.floor(pos.y)
end
end
local function do_movement_step(self, remaining_distance)
local staticdata = self._staticdata
local pos = self.object:get_pos()
local dir = staticdata.dir or vector.new(1,0,0)
dir = vector.new(dir)
-- Calculate raw location
local next_dir,last_switch = mcl_minecarts:get_rail_direction(pos, dir, nil, nil, staticdata.railtype)
next_dir = vector.new(next_dir) -- Needed to isolate the carts from one another
local next_pos = vector.new(pos + next_dir * distance)
-- Calculate the distance to the next block
-- This is just short of a full block to keep from jumping
local distance_to_next = distance_to_next_block( dir, pos ) - 0.01
local next_pos
local next_dir,last_switch
next_dir = dir
if distance_to_next < 0.01 then
distance_to_next = 0.5
-- Calculate next direction
next_dir,last_switch = mcl_minecarts:get_rail_direction(pos, dir, nil, nil, staticdata.railtype)
next_dir = vector.copy(next_dir) -- Needed to isolate the carts from one another
elseif distance_to_next > max_step_distance then
distance_to_next = max_step_distance
end
local distance = remaining_distance
if distance > distance_to_next then
distance = distance_to_next
end
-- Calculate next position
next_pos = vector.new(pos + next_dir * distance)
-- Fix up position
if next_dir.x == 0 then next_pos.x = math.floor(next_pos.x+0.5) end
@ -363,10 +415,14 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
-- Direction flipped, stop
if next_dir == dir * -1 then
print("Stopping cart")
-- TODO: detach the cart if there isn't a stop after the rail
staticdata.velocity = 0
next_pos = vector.round(next_pos + dir)
next_pos = vector.round(next_pos)
if DEBUG and self._driver then
local node_name = minetest.get_node(next_pos).name
print("Stopping cart on "..node_name.." at "..tostring(next_pos))
end
end
-- Update cart orientation
@ -393,8 +449,8 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
end
print( prefix
.. "pos="..tostring(pos)
..",dir="..tostring(dir)
..",next_dir="..tostring(next_dir)
..",dir="..to_dirstring(dir)
..",next_dir="..to_dirstring(next_dir)
..",next_pos="..tostring(next_pos)
..",velocity="..tostring(staticdata.velocity)
..",distance="..tostring(distance)
@ -416,6 +472,9 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
new_node_def._mcl_minecarts_on_enter( next_pos_rounded, self )
end
end
-- Report distance traveled
return distance
end
local function process_acceleration(self, timestep)
@ -466,30 +525,15 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
-- causing large timesteps
local total_distance = dtime * ( staticdata.velocity or 0 )
local remaining_distance = total_distance
local max_step_distance = 0.5
local steps = math.ceil(total_distance / max_step_distance )
process_acceleration(self,dtime * max_step_distance / total_distance)
for i = 1,steps do
local step_distance = max_step_distance
if remaining_distance < max_step_distance then
step_distance = remaining_distance
remaining_distance = 0
else
remaining_distance = remaining_distance - max_step_distance
end
-- Don't try to perform very small steps
if step_distance < 0.001 then break end
-- Handle acceleration on everything except the first step, as that was
-- done outside the loop
if i ~= 1 then
while remaining_distance > 0.1 do
local step_distance = do_movement_step(self, remaining_distance)
if step_distance > 0.1 then
process_acceleration(self, dtime * step_distance / total_distance)
end
do_movement_step(self, step_distance)
remaining_distance = remaining_distance - step_distance
end
-- Clear punched flag now that movement for this step has been completed
@ -521,8 +565,8 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
end
-- Experimental controls
self._go_forward = ctrl.up
self._brake = ctrl.down
--self._go_forward = ctrl.up
--self._brake = ctrl.down
end
-- Give achievement when player reached a distance of 1000 nodes from the start position
@ -583,14 +627,7 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
local g = minetest.get_item_group(node.name, "connect_to_raillike")
if g ~= self._staticdata.railtype and self._staticdata.railtype then
-- Detach driver
if player then
if self._old_pos then
self.object:set_pos(self._old_pos)
end
mcl_player.player_attached[self._driver] = nil
player:set_detach()
player:set_eye_offset(vector.new(0,0,0),vector.new(0,0,0))
end
detach_driver(self)
-- Explode if already ignited
if self._boomtimer then