local rmod_conveyor_top_animated = { name = "rmod_conveyor_top_animated.png", backface_culling = true, animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 1/8, -- it takes 1 second to move 16 pixels, thus 1/16 seconds to move one pixel. but this animation is two pixels per runthrough. }, } local rmod_conveyor_top_animated_2 = { name = "rmod_conveyor_top_animated_2.png", -- Higher resolution version with 4 frames as opposed to 2. backface_culling = true, animation = { type = "vertical_frames", aspect_w = 32, aspect_h = 32, length = 1/8, -- it takes 1 second to move 16 pixels, thus 1/16 seconds to move one pixel. but this animation is two pixels per runthrough. }, } local rmod_conveyor_top_animated_2_reversed = { -- Reversed animation for the Z+ face. name = "rmod_conveyor_top_animated_2_reversed.png", -- Higher resolution version with 4 frames as opposed to 2. backface_culling = true, animation = { type = "vertical_frames", aspect_w = 32, aspect_h = 32, length = 1/8, -- it takes 1 second to move 16 pixels, thus 1/16 seconds to move one pixel. but this animation is two pixels per runthrough. }, } minetest.register_node("rmod:conveyor", { description = "Conveyor", --[[tiles = {"rmod_conveyor_top.png", "rmod_conveyor_top.png", "rmod_conveyor_side.png", "rmod_conveyor_side.png", "rmod_conveyor_top.png", "rmod_conveyor_top.png"},]] tiles = { rmod_conveyor_top_animated_2, rmod_conveyor_top_animated_2, "rmod_conveyor_side.png", "rmod_conveyor_side.png", rmod_conveyor_top_animated_2_reversed, rmod_conveyor_top_animated_2 -- You have to reverse one of the faces to go UP, not DOWN. }, groups = {oddly_breakable_by_hand = 1, conveyor = 1}, use_texture_alpha = true, paramtype2 = "facedir", }) local getnode = function (pos) return minetest.get_node(pos) end local getname = function (pos) return getnode(pos).name end local getdef = function (pos) return minetest.registered_nodes[getname(pos)] end local round = function (n) return math.floor(n + 0.5) end local timer = 0 minetest.register_globalstep(function (dtime) timer = timer + dtime if timer > 1 then timer = 0 else return end -- The code below should only execute once every second. for _,entity in pairs(minetest.object_refs) do -- We cycle the entities because it then means we don't have to try to keep a queue of each entity. local isplayer = entity:is_player() local position = entity:getpos() local roundedpos = {x=round(position.x), y=round(position.y), z=round(position.z)} local surface = vector.subtract(roundedpos, {x=0,y=1,z=0}) local node = getnode(surface) local name = getname(surface) local def = getdef(surface) if def and def.groups.conveyor == 1 then -- I might replace this with a group, e.g. def.groups.conveyor, so you can set the speed. local facing = node.param2 -- Param2 is the facedir as defined above - conveyors face the opposite direction they move you. local direction = minetest.facedir_to_dir(facing) local movement = vector.multiply(direction, {x=1, y=1, z=1}) -- We reversed the facing system recently. local newpos = vector.add(position, movement) local newrpos = {x=round(newpos.x), y=round(newpos.y), z=round(newpos.z)} local newnode = getnode(newrpos) local newname = getname(newrpos) local newdef = getdef(newrpos) -- If we can move any entity forward and up, we'll need to check here. -- If we can move the player forward, we'll need to check here anyway. local upos = vector.add(newpos, {x=0, y=1, z=0}) local roundedupos = {x=round(upos.x), y=round(upos.y), z=round(upos.z)} local unode = getnode(roundedupos) local uname = getname(roundedupos) local udef = getdef(roundedupos) if newdef.walkable then if newdef.groups.conveyor == 1 and newnode.param2 == facing then -- Okay, so the entity will be moving into a node. -- But it just so happens that this node is also a conveyor! -- Plus, it's moving in the same direction! -- Let's see if we can move the entity up and forward. -- We should also probably check for the node above it, if the entity is a player. -- We don't want their head in a node, after all. local uupos = vector.add(upos, {x=0, y=1, z=0}) local roundeduupos = {x=round(uupos.x), y=round(uupos.y), z=round(uupos.z)} local uunode = getnode(roundeduupos) local uuname = getname(roundeduupos) local uudef = getdef(roundeduupos) if not udef.walkable and ((not isplayer) or (not uudef.walkable)) then -- Ooh! We /can/ move the entity here! entity:setpos(upos) end end elseif (not isplayer) or (not udef.walkable) then -- When we move the entity, either the entity's not a player, or they have head room. entity:setpos(newpos) end end end end)