--
-- entity
--

minetest.register_entity('automobiles_buggy:front_suspension',{
initial_properties = {
	physical = true,
	collide_with_objects=true,
    collisionbox = {-0.5, 0, -0.5, 0.5, 1, 0.5},
	pointable=false,
	visual = "mesh",
	mesh = "automobiles_buggy_f_suspension.b3d",
    textures = {"automobiles_black.png",},
	},

    on_activate = function(self,std)
	    self.sdata = minetest.deserialize(std) or {}
	    if self.sdata.remove then self.object:remove() end
    end,
	    
    get_staticdata=function(self)
      self.sdata.remove=true
      return minetest.serialize(self.sdata)
    end,

    --[[on_step = function(self, dtime, moveresult)
        minetest.chat_send_all(dump(moveresult))
    end,]]--
	
})

minetest.register_entity('automobiles_buggy:rear_suspension',{
initial_properties = {
	physical = true,
	collide_with_objects=true,
	pointable=false,
	visual = "mesh",
	mesh = "automobiles_buggy_r_suspension.b3d",
    textures = {"automobiles_black.png",},
	},

    on_activate = function(self,std)
	    self.sdata = minetest.deserialize(std) or {}
	    if self.sdata.remove then self.object:remove() end
    end,
	    
    get_staticdata=function(self)
      self.sdata.remove=true
      return minetest.serialize(self.sdata)
    end,
	
})

minetest.register_entity('automobiles_buggy:f_lights',{
initial_properties = {
	physical = false,
	collide_with_objects=false,
	pointable=false,
    glow = 0,
	visual = "mesh",
	mesh = "automobiles_buggy_f_lights.b3d",
    textures = {"automobiles_grey.png",},
	},

    on_activate = function(self,std)
	    self.sdata = minetest.deserialize(std) or {}
	    if self.sdata.remove then self.object:remove() end
    end,
	    
    get_staticdata=function(self)
      self.sdata.remove=true
      return minetest.serialize(self.sdata)
    end,
	
})

minetest.register_entity('automobiles_buggy:r_lights',{
initial_properties = {
	physical = false,
	collide_with_objects=false,
	pointable=false,
    glow = 0,
	visual = "mesh",
	mesh = "automobiles_buggy_r_lights.b3d",
    textures = {"automobiles_rear_lights_off.png",},
	},

    on_activate = function(self,std)
	    self.sdata = minetest.deserialize(std) or {}
	    if self.sdata.remove then self.object:remove() end
    end,
	    
    get_staticdata=function(self)
      self.sdata.remove=true
      return minetest.serialize(self.sdata)
    end,
	
})

minetest.register_entity('automobiles_buggy:f_wheel',{
initial_properties = {
	physical = false,
	collide_with_objects=false,
	pointable=false,
	visual = "mesh",
	mesh = "automobiles_buggy_f_wheel.b3d",
    backface_culling = false,
	textures = {"automobiles_black.png", "automobiles_metal.png", "automobiles_buggy_wheel.png"},
	},
	
    on_activate = function(self,std)
	    self.sdata = minetest.deserialize(std) or {}
	    if self.sdata.remove then self.object:remove() end
    end,
	    
    get_staticdata=function(self)
      self.sdata.remove=true
      return minetest.serialize(self.sdata)
    end,
	
})

minetest.register_entity('automobiles_buggy:r_wheel',{
initial_properties = {
	physical = false,
	collide_with_objects=false,
	pointable=false,
	visual = "mesh",
	mesh = "automobiles_buggy_r_wheel.b3d",
    backface_culling = false,
	textures = {"automobiles_black.png", "automobiles_metal.png", "automobiles_buggy_wheel.png"},
	},
	
    on_activate = function(self,std)
	    self.sdata = minetest.deserialize(std) or {}
	    if self.sdata.remove then self.object:remove() end
    end,
	    
    get_staticdata=function(self)
      self.sdata.remove=true
      return minetest.serialize(self.sdata)
    end,
	
})

minetest.register_entity('automobiles_buggy:rag',{
initial_properties = {
	physical = false,
	collide_with_objects=false,
	pointable=false,
	visual = "mesh",
	mesh = "automobiles_buggy_rag.b3d",
    --use_texture_alpha = true,
    backface_culling = false,
	textures = {"automobiles_black.png", "automobiles_buggy_rag_window.png"},
	},
	
    on_activate = function(self,std)
	    self.sdata = minetest.deserialize(std) or {}
	    if self.sdata.remove then self.object:remove() end
    end,
	    
    get_staticdata=function(self)
      self.sdata.remove=true
      return minetest.serialize(self.sdata)
    end,
	
})

minetest.register_entity('automobiles_buggy:pivot_mesh',{
initial_properties = {
	physical = false,
	collide_with_objects=false,
	pointable=false,
	visual = "mesh",
	mesh = "automobiles_pivot_mesh.b3d",
    textures = {"automobiles_black.png",},
	},
	
    on_activate = function(self,std)
	    self.sdata = minetest.deserialize(std) or {}
	    if self.sdata.remove then self.object:remove() end
    end,
	    
    get_staticdata=function(self)
      self.sdata.remove=true
      return minetest.serialize(self.sdata)
    end,
	
})

minetest.register_entity('automobiles_buggy:steering',{
initial_properties = {
	physical = false,
	collide_with_objects=false,
	pointable=false,
	visual = "mesh",
	mesh = "automobiles_buggy_drive_wheel.b3d",
    textures = {"automobiles_metal.png", "automobiles_black.png", "automobiles_metal.png"},
	},
	
    on_activate = function(self,std)
	    self.sdata = minetest.deserialize(std) or {}
	    if self.sdata.remove then self.object:remove() end
    end,
	    
    get_staticdata=function(self)
      self.sdata.remove=true
      return minetest.serialize(self.sdata)
    end,
	
})

minetest.register_entity('automobiles_buggy:pointer',{
initial_properties = {
	physical = false,
	collide_with_objects=false,
	pointable=false,
	visual = "mesh",
	mesh = "automobiles_pointer.b3d",
    visual_size = {x = 0.8, y = 0.8, z = 0.8},
	textures = {"automobiles_white.png"},
	},
	
    on_activate = function(self,std)
	    self.sdata = minetest.deserialize(std) or {}
	    if self.sdata.remove then self.object:remove() end
    end,
	    
    get_staticdata=function(self)
      self.sdata.remove=true
      return minetest.serialize(self.sdata)
    end,
})

minetest.register_entity("automobiles_buggy:buggy", {
	initial_properties = {
	    physical = true,
        collide_with_objects = true,
	    collisionbox = {-0.1, -0.45, -0.1, 0.1, 1, 0.1},
	    selectionbox = {-1.5, 0.0, -1.5, 1.5, 2, 1.5},
        stepheight = 0.7,
	    visual = "mesh",
	    mesh = "automobiles_buggy_body.b3d",
        --use_texture_alpha = true,
        --backface_culling = false,
        textures = {
            "automobiles_black.png", --bancos
            "automobiles_painting.png", --carroceria
            "automobiles_black.png", --banco traseiro
            "automobiles_black.png", --chssis
            "automobiles_metal.png", --frontlights
            "automobiles_black.png", --interior
            "automobiles_metal.png", --engine
            "automobiles_buggy_fuel.png", --panel
            "automobiles_metal.png", --windshield
            "automobiles_buggy_windshield.png", --windshield
            "automobiles_metal.png", --engine protection
            "automobiles_metal.png", --front protection
            "automobiles_metal.png", --driver protection
            "automobiles_black.png", -- engine details
            },
    },
    textures = {},
	driver_name = nil,
	sound_handle = nil,
    owner = "",
    static_save = true,
    infotext = "A very nice buggy!",
    hp = 50,
    buoyancy = 2,
    physics = automobiles_lib.physics,
    lastvelocity = vector.new(),
    time_total = 0,
    _passenger = nil,
    _color = "#ff8b0e",
    _steering_angle = 0,
    _engine_running = false,
    _last_checkpoint = "",
    _total_laps = -1,
    _race_id = "",
    _energy = 1,
    _last_time_collision_snd = 0,
    _last_time_drift_snd = 0,
    _last_time_command = 0,
    _roll = math.rad(0),
    _pitch = 0,
    _longit_speed = 0,
    _show_rag = true,
    _show_lights = false,
    _light_old_pos = nil,
    _last_ground_check = 0,
    _last_light_move = 0,
    _last_engine_sound_update = 0,
    _inv = nil,
    _inv_id = "",

    get_staticdata = function(self) -- unloaded/unloads ... is now saved
        return minetest.serialize({
            stored_owner = self.owner,
            stored_hp = self.hp,
            stored_color = self._color,
            stored_steering = self._steering_angle,
            stored_energy = self._energy,
            --race data
            stored_last_checkpoint = self._last_checkpoint,
            stored_total_laps = self._total_laps,
            stored_race_id = self._race_id,
            stored_rag = self._show_rag,
            stored_pitch = self._pitch,
            stored_light_old_pos = self._light_old_pos,
            stored_inv_id = self._inv_id,
        })
    end,

	on_deactivate = function(self)
        automobiles_lib.save_inventory(self)
	end,

	on_activate = function(self, staticdata, dtime_s)
        if staticdata ~= "" and staticdata ~= nil then
            local data = minetest.deserialize(staticdata) or {}
            self.owner = data.stored_owner
            self.hp = data.stored_hp
            self._color = data.stored_color
            self._steering_angle = data.stored_steering
            self._energy = data.stored_energy
            --minetest.debug("loaded: ", self.energy)
            --race data
            self._last_checkpoint = data.stored_last_checkpoint
            self._total_laps = data.stored_total_laps
            self._race_id = data.stored_race_id
            self._show_rag = data.stored_rag
            self._pitch = data.stored_pitch
            self._light_old_pos = data.stored_light_old_pos
            self._inv_id = data.stored_inv_id
            automobiles_lib.setText(self, "Buggy")
        end

        self.object:set_animation({x = 1, y = 8}, 0, 0, true)

        automobiles_lib.paint(self, self._color)
        local pos = self.object:get_pos()

        local rag=minetest.add_entity(self.object:get_pos(),'automobiles_buggy:rag')
	    rag:set_attach(self.object,'',{x=0,y=0,z=0},{x=0,y=0,z=0})
	    self.rag = rag

        local front_suspension=minetest.add_entity(self.object:get_pos(),'automobiles_buggy:front_suspension')
	    front_suspension:set_attach(self.object,'',{x=0,y=-0.7,z=23},{x=0,y=0,z=0})
	    self.front_suspension = front_suspension

	    local lf_wheel=minetest.add_entity(pos,'automobiles_buggy:f_wheel')
	    lf_wheel:set_attach(self.front_suspension,'',{x=-buggy.front_wheel_xpos,y=0,z=0},{x=0,y=0,z=0})
		-- set the animation once and later only change the speed
        lf_wheel:set_animation({x = 1, y = 13}, 0, 0, true)
	    self.lf_wheel = lf_wheel

	    local rf_wheel=minetest.add_entity(pos,'automobiles_buggy:f_wheel')
	    rf_wheel:set_attach(self.front_suspension,'',{x=buggy.front_wheel_xpos,y=0,z=0},{x=0,y=180,z=0})
		-- set the animation once and later only change the speed
        rf_wheel:set_animation({x = 1, y = 13}, 0, 0, true)
	    self.rf_wheel = rf_wheel

        local rear_suspension=minetest.add_entity(self.object:get_pos(),'automobiles_buggy:rear_suspension')
	    rear_suspension:set_attach(self.object,'',{x=0,y=0,z=0},{x=0,y=0,z=0})
	    self.rear_suspension = rear_suspension

	    local lr_wheel=minetest.add_entity(pos,'automobiles_buggy:r_wheel')
	    lr_wheel:set_attach(self.rear_suspension,'',{x=-buggy.rear_wheel_xpos,y=0,z=0},{x=0,y=0,z=0})
		-- set the animation once and later only change the speed
        lr_wheel:set_animation({x = 1, y = 13}, 0, 0, true)
	    self.lr_wheel = lr_wheel

	    local rr_wheel=minetest.add_entity(pos,'automobiles_buggy:r_wheel')
	    rr_wheel:set_attach(self.rear_suspension,'',{x=buggy.rear_wheel_xpos,y=0,z=0},{x=0,y=180,z=0})
		-- set the animation once and later only change the speed
        rr_wheel:set_animation({x = 1, y = 13}, 0, 0, true)
	    self.rr_wheel = rr_wheel

	    local steering_axis=minetest.add_entity(pos,'automobiles_buggy:pivot_mesh')
        steering_axis:set_attach(self.object,'',{x=-4.26,y=6.01,z=14.18},{x=15,y=0,z=0})
	    self.steering_axis = steering_axis

	    local steering=minetest.add_entity(self.steering_axis:get_pos(),'automobiles_buggy:steering')
        steering:set_attach(self.steering_axis,'',{x=0,y=0,z=0},{x=0,y=0,z=0})
	    self.steering = steering

	    local driver_seat=minetest.add_entity(pos,'automobiles_buggy:pivot_mesh')
        driver_seat:set_attach(self.object,'',{x=-4.25,y=0.48,z=9.5},{x=0,y=0,z=0})
	    self.driver_seat = driver_seat

	    local passenger_seat=minetest.add_entity(pos,'automobiles_buggy:pivot_mesh')
        passenger_seat:set_attach(self.object,'',{x=4.25,y=0.48,z=9.5},{x=0,y=0,z=0})
	    self.passenger_seat = passenger_seat

        local fuel_gauge=minetest.add_entity(pos,'automobiles_buggy:pointer')
        fuel_gauge:set_attach(self.object,'',BUGGY_GAUGE_FUEL_POSITION,{x=0,y=0,z=0})
        self.fuel_gauge = fuel_gauge

        local lights = minetest.add_entity(pos,'automobiles_buggy:f_lights')
	    lights:set_attach(self.object,'',{x=0,y=0,z=0},{x=0,y=0,z=0})
	    self.lights = lights
        self.lights:set_properties({is_visible=true})

        local r_lights = minetest.add_entity(pos,'automobiles_buggy:r_lights')
	    r_lights:set_attach(self.object,'',{x=0,y=0,z=0},{x=0,y=0,z=0})
	    self.r_lights = r_lights
        self.r_lights:set_properties({is_visible=true})

		self.object:set_armor_groups({immortal=1})

		local inv = minetest.get_inventory({type = "detached", name = self._inv_id})
		-- if the game was closed the inventories have to be made anew, instead of just reattached
		if not inv then
            automobiles_lib.create_inventory(self, buggy.trunk_slots)
		else
		    self.inv = inv
        end

        mobkit.actfunc(self, staticdata, dtime_s)
	end,

	on_step = function(self, dtime)
        mobkit.stepfunc(self, dtime)
        --[[sound play control]]--
        self._last_time_collision_snd = self._last_time_collision_snd + dtime
        if self._last_time_collision_snd > 1 then self._last_time_collision_snd = 1 end
        self._last_time_drift_snd = self._last_time_drift_snd + dtime
        if self._last_time_drift_snd > 1 then self._last_time_drift_snd = 1 end
        --[[end sound control]]--

        local rotation = self.object:get_rotation()
        local yaw = rotation.y
		local newyaw=yaw
        local pitch = rotation.x

        local hull_direction = minetest.yaw_to_dir(yaw)
        local nhdir = {x=hull_direction.z,y=0,z=-hull_direction.x}		-- lateral unit vector
        local velocity = self.object:get_velocity()

        local longit_speed = automobiles_lib.dot(velocity,hull_direction)
        local fuel_weight_factor = (5 - self._energy)/5000
        local longit_drag = vector.multiply(hull_direction,(longit_speed*longit_speed) *
            (buggy.LONGIT_DRAG_FACTOR - fuel_weight_factor) * -1 * automobiles_lib.sign(longit_speed))
        
		local later_speed = automobiles_lib.dot(velocity,nhdir)
        local later_drag = vector.multiply(nhdir,later_speed*
            later_speed*buggy.LATER_DRAG_FACTOR*-1*automobiles_lib.sign(later_speed))

        local accel = vector.add(longit_drag,later_drag)

        if self._show_rag == true then
            self.rag:set_properties({is_visible=true})
        else
            self.rag:set_properties({is_visible=false})
        end

        local player = nil
        local is_attached = false
        if self.driver_name then
            player = minetest.get_player_by_name(self.driver_name)
            
            if player then
                local player_attach = player:get_attach()
                if player_attach then
                    if self.driver_seat then
                        if player_attach == self.driver_seat then is_attached = true end
                    end
                end
            end
        end

        local is_breaking = false
        if is_attached then
    		local ctrl = player:get_player_control()
	        if ctrl.aux1 then
                --sets the engine running - but sets a delay also, cause keypress
                if self._last_time_command > 0.8 then
                    self._last_time_command = 0
                    minetest.sound_play({name = "automobiles_horn"},
	                        {object = self.object, gain = 0.6, pitch = 1.0, max_hear_distance = 32, loop = false,})
                end
	        end
            if ctrl.down then
                is_breaking = true
                self.r_lights:set_properties({textures={"automobiles_rear_lights_full.png"}, glow=15})
            end
        end

        self._last_light_move = self._last_light_move + dtime
        if self._last_light_move > 0.15 then
            self._last_light_move = 0
            if self._show_lights == true then
                --self.lights:set_properties({is_visible=true})
                self.lights:set_properties({textures={"automobiles_buggy_lights.png"}, glow=15})
                if is_breaking == false then
                    self.r_lights:set_properties({textures={"automobiles_rear_lights.png"}, glow=10})
                end
                automobiles_lib.put_light(self)
            else
                --self.lights:set_properties({is_visible=false})
                self.lights:set_properties({textures={"automobiles_grey.png"}, glow=0})
                if is_breaking == false then
                    self.r_lights:set_properties({textures={"automobiles_rear_lights_off.png"}, glow=0})
                end
                automobiles_lib.remove_light(self)
            end
        end

        local curr_pos = self.object:get_pos()
        self.object:move_to(curr_pos)
		if is_attached then --and self.driver_name == self.owner then
            local impact = automobiles_lib.get_hipotenuse_value(velocity, self.lastvelocity)
            if impact > 1 then
                --self.damage = self.damage + impact --sum the impact value directly to damage meter
                if self._last_time_collision_snd > 0.3 then
                    self._last_time_collision_snd = 0
                    minetest.sound_play("collision", {
                        to_player = self.driver_name,
	                    --pos = curr_pos,
	                    --max_hear_distance = 5,
	                    gain = 1.0,
                        fade = 0.0,
                        pitch = 1.0,
                    })
                end
                --[[if self.damage > 100 then --if acumulated damage is greater than 100, adieu
                    automobiles_lib.destroy(self)
                end]]--
            end

            local min_later_speed = 0.9
            if (later_speed > min_later_speed or later_speed < -min_later_speed) and
                    self._last_time_drift_snd > 0.6 then
                self._last_time_drift_snd = 0
                minetest.sound_play("drifting", {
                    to_player = self.driver_name,
                    pos = curr_pos,
                    max_hear_distance = 5,
                    gain = 1.0,
                    fade = 0.0,
                    pitch = 1.0,
                    ephemeral = true,
                })
            end

            --control
            local steering_angle_max = 30
            local steering_speed = 40
            if math.abs(longit_speed) > 3 then
                local mid_speed = (steering_speed/2)
                steering_speed = mid_speed + mid_speed / math.abs(longit_speed*0.25)
            end
			accel, stop = automobiles_lib.control(self, dtime, hull_direction, longit_speed, longit_drag, later_drag, accel, buggy.max_acc_factor, buggy.max_speed, steering_angle_max, steering_speed)
        else
            self._show_lights = false
            if self.sound_handle ~= nil then
	            minetest.sound_stop(self.sound_handle)
	            self.sound_handle = nil
            end
		end

        local angle_factor = self._steering_angle / 10
        self.lf_wheel:set_animation_frame_speed(longit_speed * (10 - angle_factor))
        self.rf_wheel:set_animation_frame_speed(-longit_speed * (10 + angle_factor))
        self.lr_wheel:set_animation_frame_speed(longit_speed * (10 - angle_factor))
        self.rr_wheel:set_animation_frame_speed(-longit_speed * (10 + angle_factor))

        --whell turn
        self.steering:set_attach(self.steering_axis,'',{x=0,y=0,z=0},{x=0,y=0,z=self._steering_angle*2})
        self.lf_wheel:set_attach(self.front_suspension,'',{x=-buggy.front_wheel_xpos,y=0,z=0},{x=0,y=-self._steering_angle-angle_factor,z=0})
        self.rf_wheel:set_attach(self.front_suspension,'',{x=buggy.front_wheel_xpos,y=0,z=0},{x=0,y=(-self._steering_angle+angle_factor)+180,z=0})

		if math.abs(self._steering_angle)>5 then
            local turn_rate = math.rad(40)
			newyaw = yaw + dtime*(1 - 1 / (math.abs(longit_speed) + 1)) *
                self._steering_angle / 30 * turn_rate * automobiles_lib.sign(longit_speed)
		end

        --[[
        accell correction
        under some circunstances the acceleration exceeds the max value accepted by set_acceleration and
        the game crashes with an overflow, so limiting the max acceleration in each axis prevents the crash
        ]]--
        local max_factor = 25
        local acc_adjusted = 10
        if accel.x > max_factor then accel.x = acc_adjusted end
        if accel.x < -max_factor then accel.x = -acc_adjusted end
        if accel.z > max_factor then accel.z = acc_adjusted end
        if accel.z < -max_factor then accel.z = -acc_adjusted end
        -- end correction

        -- calculate energy consumption --
        ----------------------------------
        if self._energy > 0 then
            local zero_reference = vector.new()
            local acceleration = automobiles_lib.get_hipotenuse_value(accel, zero_reference)
            --minetest.chat_send_all(acceleration)
            local consumed_power = acceleration/40000
            self._energy = self._energy - consumed_power;
        end
        if self._energy <= 0 then
            self._engine_running = false
            if self.sound_handle then minetest.sound_stop(self.sound_handle) end
            --minetest.chat_send_player(self.driver_name, "Out of fuel")
        else
            self._last_engine_sound_update = self._last_engine_sound_update + dtime
            if self._last_engine_sound_update > 0.300 then
                self._last_engine_sound_update = 0
                buggy.engine_set_sound_and_animation(self, longit_speed)
            end
        end

        local energy_indicator_angle = automobiles_lib.get_gauge_angle(self._energy)
        self.fuel_gauge:set_attach(self.object,'',BUGGY_GAUGE_FUEL_POSITION,{x=0,y=0,z=energy_indicator_angle})
        ----------------------------
        -- end energy consumption --

        accel.y = -automobiles_lib.gravity

        if stop ~= true then
            --self.object:set_velocity(velocity)
            self.object:set_acceleration(accel)
        else
            if stop == true then
                self.object:set_acceleration({x=0,y=0,z=0})
                self.object:set_velocity({x=0,y=0,z=0})
            end
        end

        self._last_ground_check = self._last_ground_check + dtime
        if self._last_ground_check > 0.18 then
            self._last_ground_check = 0
            automobiles_lib.ground_get_distances(self, 0.372, 2.3)
        end
		local newpitch = self._pitch --velocity.y * math.rad(6)

		if newyaw~=yaw or newpitch~=pitch then self.object:set_rotation({x=newpitch,y=newyaw,z=0}) end

        --saves last velocity for collision detection (abrupt stop)
        self.lastvelocity = self.object:get_velocity()
        self._longit_speed = longit_speed

	end,

	on_punch = function(self, puncher, ttime, toolcaps, dir, damage)
		if not puncher or not puncher:is_player() then
			return
		end

		local name = puncher:get_player_name()
        --[[if self.owner and self.owner ~= name and self.owner ~= "" then return end]]--
        if self.owner == nil then
            self.owner = name
        end
        	
        if self.driver_name and self.driver_name ~= name then
			-- do not allow other players to remove the object while there is a driver
			return
		end
        
        local is_attached = false
        if puncher:get_attach() == self.driver_seat then is_attached = true end

        local itmstck=puncher:get_wielded_item()
        local item_name = ""
        if itmstck then item_name = itmstck:get_name() end

        --refuel procedure
        --[[
        refuel works it car is stopped and engine is off
        ]]--
        local velocity = self.object:get_velocity()
        local speed = automobiles_lib.get_hipotenuse_value(vector.new(), velocity)
        if math.abs(speed) <= 0.1 then
            if automobiles_lib.loadFuel(self, puncher:get_player_name(), false, buggy.max_fuel) then return end
        end
        -- end refuel

        if is_attached == false then

            -- deal with painting or destroying
		    if itmstck then
                --race status restart
                if item_name == "checkpoints:status_restarter" and self._engine_running == false then
                    --restart race current status
                    self._last_checkpoint = ""
                    self._total_laps = -1
                    self._race_id = ""
                    return
                end

                if automobiles_lib.set_paint(self, puncher, itmstck) == false then
                    local is_admin = false
                    is_admin = minetest.check_player_privs(puncher, {server=true})
                    --minetest.chat_send_all('owner '.. self.owner ..' - name '.. name)
				    if not self.driver and (self.owner == name or is_admin == true) and toolcaps and
                            toolcaps.damage_groups and toolcaps.damage_groups.fleshy then
                        self.hp = self.hp - 10
                        minetest.sound_play("collision", {
	                        object = self.object,
	                        max_hear_distance = 5,
	                        gain = 1.0,
                            fade = 0.0,
                            pitch = 1.0,
                        })
				    end
			    end
            end

            if self.hp <= 0 then
                buggy.destroy(self)
            end

        end
        
	end,

	on_rightclick = function(self, clicker)
		if not clicker or not clicker:is_player() then
			return
		end

		local name = clicker:get_player_name()
        --[[if self.owner and self.owner ~= name and self.owner ~= "" then return end]]--
        if self.owner == "" then
            self.owner = name
        end

		if name == self.driver_name then
            buggy.driver_formspec(name)
		else
            if name == self.owner then
                if clicker:get_player_control().aux1 == true then
                    automobiles_lib.show_vehicle_trunk_formspec(self, clicker, buggy.trunk_slots)
                else
                    --is the owner, okay, lets attach
                    automobiles_lib.attach_driver(self, clicker)
                    -- sound
                    self.sound_handle = minetest.sound_play({name = "buggy_engine"},
                            {object = self.object, gain = 4, pitch = 1, max_hear_distance = 10, loop = true,})
                end
            else
                --minetest.chat_send_all("clicou")
                --a passenger
                if self._passenger == nil then
                    --there is no passenger, so lets attach
                    if self.driver_name then
                        automobiles_lib.attach_pax(self, clicker, true)
                    end
                else
                    --there is a passeger
                    if self._passenger == name then
                        --if you are the psenger, so deattach
                        automobiles_lib.dettach_pax(self, clicker)
                    end
                end
            end
		end
	end,
})


