382 lines
13 KiB
Lua
382 lines
13 KiB
Lua
-- BALL: energy ball that flies around, can bounce and activate stuff
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-- rnd 2016:
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local function round(x)
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if x < 0 then
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return -math.floor(-x+0.5);
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else
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return math.floor(x+0.5);
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end
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end
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local ball_spawner_update_form = function (pos)
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local meta = minetest.get_meta(pos);
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local x0,y0,z0;
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x0=meta:get_int("x0");y0=meta:get_int("y0");z0=meta:get_int("z0"); -- direction of velocity
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local energy,bounce,g,puncheable;
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local speed = meta:get_float("speed"); -- if positive sets initial ball speed
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energy = meta:get_float("energy"); -- if positive activates, negative deactivates, 0 does nothing
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bounce = meta:get_int("bounce"); -- if nonzero bounces when hit obstacle, 0 gets absorbed
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gravity = meta:get_float("gravity"); -- gravity
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puncheable = meta:get_int("puncheable"); -- if 1 can be punched by players in protection, if 2 can be punched by anyone
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local form =
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"size[4.25,3.75]" .. -- width, height
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"field[0.25,0.5;1,1;x0;target;"..x0.."] field[1.25,0.5;1,1;y0;;"..y0.."] field[2.25,0.5;1,1;z0;;"..z0.."]"..
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"field[3.25,0.5;1,1;speed;speed;"..speed.."]"..
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--speed, jump, gravity,sneak
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"field[0.25,1.5;1,1;energy;energy;"..energy.."]"..
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"field[1.25,1.5;1,1;bounce;bounce;".. bounce.."]"..
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"field[2.25,1.5;1,1;gravity;gravity;"..gravity.."]"..
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"field[3.25,1.5;1,1;puncheable;puncheable;"..puncheable.."]"..
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"button_exit[3.25,3.25;1,1;OK;OK]";
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meta:set_string("formspec",form);
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end
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minetest.register_entity("basic_machines:ball",{
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timer = 0,
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lifetime = 20, -- how long it exists before disappearing
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energy = 1, -- if negative it will deactivate stuff, positive will activate, 0 wont do anything
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puncheable = 1, -- can be punched by players in protection
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bounce = 0, -- 0: absorbs in block, 1 = proper bounce=lag buggy, -- to do: 2 = line of sight bounce
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gravity = 0,
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speed = 5, -- velocity when punched
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owner = "",
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origin = {x=0,y=0,z=0},
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hp_max = 100,
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elasticity = 0.8, -- speed gets multiplied by this after bounce
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visual="sprite",
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visual_size={x=.6,y=.6},
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collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
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physical=false,
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--textures={"basic_machines_ball"},
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on_punch=function(self, puncher, time_from_last_punch, tool_capabilities, dir) -- ball is punched
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end,
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on_activate = function(self, staticdata)
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self.object:set_properties({textures={"basic_machines_ball.png"}})
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self.timer = 0;self.owner = "";
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self.origin = self.object:getpos();
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end,
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on_punch = function (self, puncher, time_from_last_punch, tool_capabilities, dir)
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if self.puncheable == 0 then return end
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if self.puncheable == 1 then -- only those in protection
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local name = puncher:get_player_name();
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local pos = self.object:getpos();
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if minetest.is_protected(pos,name) then return end
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end
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--minetest.chat_send_all(minetest.pos_to_string(dir))
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if time_from_last_punch<0.5 then return end
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local v = self.speed or 1;
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local velocity = dir;
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velocity.x = velocity.x*v;velocity.y = velocity.y*v;velocity.z = velocity.z*v;
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self.object:setvelocity(velocity)
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end,
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on_step = function(self, dtime)
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self.timer=self.timer+dtime
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if self.timer>self.lifetime then
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self.object:remove()
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return
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end
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local pos=self.object:getpos()
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local origin = self.origin;
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local r = 30;-- maximal distance when balls disappear
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local dist = math.max(math.abs(pos.x-origin.x), math.abs(pos.y-origin.y), math.abs(pos.z-origin.z));
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if dist>r then -- remove if it goes too far
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self.object:remove()
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return
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end
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local nodename = minetest.get_node(pos).name;
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local walkable = false;
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if nodename ~= "air" then
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walkable = minetest.registered_nodes[nodename].walkable;
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if nodename == "basic_machines:ball_spawner" and dist>1 then walkable = true end -- ball can activate spawner, just not originating one
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end
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if walkable then -- we hit a node
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--minetest.chat_send_all(" hit node at " .. minetest.pos_to_string(pos))
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local node = minetest.get_node(pos);
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local table = minetest.registered_nodes[node.name];
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if table and table.mesecons and table.mesecons.effector then -- activate target
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self.object:remove();
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if minetest.is_protected(pos,self.owner) then return end
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local effector = table.mesecons.effector;
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if self.energy>0 then
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if not effector.action_on then return end
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effector.action_on(pos,node,16);
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elseif self.energy<0 then
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if not effector.action_off then return end
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effector.action_off(pos,node,16);
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end
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else -- bounce ( copyright rnd, 2016 )
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local bounce = self.bounce;
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if self.bounce == 0 then self.object:remove() return end
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local n = {x=0,y=1,z=0}; -- this will be bouncen ormal
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local v = self.object:getvelocity();
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local opos = {x=round(pos.x),y=round(pos.y), z=round(pos.z)}; -- obstacle
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local bpos ={ x=(pos.x-opos.x),y=(pos.y-opos.y),z=(pos.z-opos.z)}; -- boundary position on cube, approximate
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if bounce == 2 then -- uses special blocks for exact bouncing: dirt, glass: bounces up/down
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if node.name == "default:dirt_with_grass" then
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if bpos.y<0 then n.y = -1 else n.y = 1 end
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elseif node.name == "default:glass" then
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if bpos.y<0 then n.y = -1 else n.y = 1 end
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elseif node.name == "default:wood" then
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if bpos.z<0 then n.z = -1 else n.z = 1 end
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n.y = 0;
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elseif node.name == "default:junglewood" then
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if bpos.x<0 then n.x = -1 else n.x = 1 end
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n.y = 0;
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end
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else -- normal bounce..
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-- try to determine exact point of entry
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local vm = math.sqrt(v.x*v.x+v.y*v.y+v.z*v.z); if vm == 0 then vm = 1 end
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local vn = {x=-v.x/vm,y=-v.y/vm, z= -v.z/vm};
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local t1=2; local t2 = 2; local t3 = 2;
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local t0;
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-- calculate intersections with cube faces
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t0=0.5;if bpos.x<0 then t0 = -0.5 end;if vn.x~=0 then t1 = (t0-bpos.x)/vn.x end
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t0=0.5;if bpos.y<0 then t0 = -0.5 end;if vn.y~=0 then t2 = (t0-bpos.y)/vn.y end
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t0=0.5;if bpos.z<0 then t0 = -0.5 end;if vn.z~=0 then t3 = (t0-bpos.z)/vn.z end
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if t1<0 then t1 = 2 end;if t2<0 then t2 = 2 end; if t3<0 then t3 = 2 end
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local t = math.min(t1,t2,t3);
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-- fixed: entry point
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bpos.x = bpos.x + t*vn.x+opos.x;
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bpos.y = bpos.y + t*vn.y+opos.y;
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bpos.z = bpos.z + t*vn.z+opos.z;
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if t<0 or t>1 then
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t=-0.5; v.x=0;v.y=0;v.z=0;
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self.object:remove()
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end -- FAILED! go little back and stop
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-- attempt to determine direction
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local dpos = { x=(bpos.x-opos.x),y=(bpos.y-opos.y),z=(bpos.z-opos.z)};
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local dposa = { x=math.abs(dpos.x),y=math.abs(dpos.y),z=math.abs(dpos.z)};
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local maxo = math.max(dposa.x,dposa.y,dposa.z);
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if dposa.x == maxo then
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if dpos.x>0 then n.x = 1 else n.x = -1 end
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elseif dposa.y == maxo then
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if dpos.y>0 then n.y = 1 else n.y = -1 end
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else
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if dpos.z>0 then n.z = 1 else n.z = -1 end
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end
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--verify normal
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nodename=minetest.get_node({x=opos.x+n.x,y=opos.y+n.y,z=opos.z+n.z}).name
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walkable = false;
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if nodename ~= "air" then
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walkable = minetest.registered_nodes[nodename].walkable;
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end
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if walkable then -- problem, nonempty node - incorrect normal, fix it
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if n.x ~=0 then
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n.x=0;
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if dpos.y>0 then n.y = 1 else n.y = -1 end
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else
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if dpos.x>0 then n.x = 1 else n.x = -1 end ; n.y = 0;
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end
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end
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end
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local elasticity = self.elasticity;
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-- bounce
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if n.x~=0 then
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v.x=-elasticity*v.x
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elseif n.y~=0 then
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v.y=-elasticity*v.y
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elseif n.z~=0 then
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v.z=-elasticity*v.z
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end
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local r = 0.2
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bpos = {x=pos.x+n.x*r,y=pos.y+n.y*r,z=pos.z+n.z*r}; -- point placed a bit further away from box
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self.object:setpos(bpos) -- place object fixed point
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self.object:setvelocity(v);
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minetest.sound_play("default_dig_cracky", {pos=pos,gain=1.0,max_hear_distance = 8,})
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end
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return
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end
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end,
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})
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minetest.register_node("basic_machines:ball_spawner", {
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description = "Spawns energy ball one block above",
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tiles = {"basic_machines_ball.png"},
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groups = {oddly_breakable_by_hand=2,mesecon_effector_on = 1},
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drawtype = "allfaces",
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paramtype = "light",
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param1=1,
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walkable = false,
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alpha = 150,
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sounds = default.node_sound_wood_defaults(),
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after_place_node = function(pos, placer)
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local meta = minetest.env:get_meta(pos)
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meta:set_string("owner", placer:get_player_name());
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meta:set_float("speed",5); -- if positive sets initial ball speed
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meta:set_float("energy",1); -- if positive activates, negative deactivates, 0 does nothing
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meta:set_int("bounce",0); -- if nonzero bounces when hit obstacle, 0 gets absorbed
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meta:set_float("gravity",0); -- gravity
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meta:set_int("puncheable",0); -- if 0 not puncheable, if 1 can be punched by players in protection, if 2 can be punched by anyone
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ball_spawner_update_form(pos);
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end,
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mesecons = {effector = {
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action_on = function (pos, node,ttl)
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if ttl<0 then return end
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local meta = minetest.get_meta(pos);
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local t0 = meta:get_int("t");
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local t1 = minetest.get_gametime();
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local T = meta:get_int("T"); -- temperature
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if t0>t1-3 then -- activated before natural time
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T=T+1;
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else
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if T>0 then T=T-1 end
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end
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meta:set_int("T",T);
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meta:set_int("t",t1); -- update last activation time
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if T > 2 then -- overheat
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minetest.sound_play("default_cool_lava",{pos = pos, max_hear_distance = 16, gain = 0.25})
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meta:set_string("infotext","overheat: temperature ".. T)
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return
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end
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local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, "basic_machines:ball");
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local luaent = obj:get_luaentity();
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local meta = minetest.get_meta(pos);
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local speed,energy,bounce,gravity,puncheable;
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speed = meta:get_float("speed");
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energy = meta:get_float("energy"); -- if positive activates, negative deactivates, 0 does nothing
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bounce = meta:get_int("bounce"); -- if nonzero bounces when hit obstacle, 0 gets absorbed
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gravity = meta:get_float("gravity"); -- gravity
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puncheable = meta:get_int("puncheable"); -- if 1 can be punched by players in protection, if 2 can be punched by anyone
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if energy<0 then
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obj:set_properties({textures={"basic_machines_ball.png^[colorize:blue:120"}})
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end
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luaent.bounce = bounce;
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luaent.energy = energy;
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if gravity>0 then
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obj:setacceleration({x=0,y=-gravity,z=0});
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end
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luaent.puncheable = puncheable;
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local x0,y0,z0;
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x0=meta:get_int("x0");y0=meta:get_int("y0");z0=meta:get_int("z0"); -- direction of velocity
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if speed~=0 and (x0~=0 or y0~=0 or z0~=0) then -- set velocity direction
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local velocity = {x=x0,y=y0,z=z0};
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local v = math.sqrt(velocity.x^2+velocity.y^2+velocity.z^2); if v == 0 then v = 1 end
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v = v / speed;
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velocity.x=velocity.x/v;velocity.y=velocity.y/v;velocity.z=velocity.z/v;
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obj:setvelocity(velocity);
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end
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end,
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action_off = function (pos, node,ttl)
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if ttl<0 then return end
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local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, "basic_machines:ball");
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local luaent = obj:get_luaentity();
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luaent.energy = -1;
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obj:set_properties({textures={"basic_machines_ball.png^[colorize:blue:120"}})
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end
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}
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},
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on_receive_fields = function(pos, formname, fields, sender)
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local name = sender:get_player_name();if minetest.is_protected(pos,name) then return end
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if fields.OK then
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local privs = minetest.get_player_privs(sender:get_player_name());
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local meta = minetest.get_meta(pos);
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local x0=0; local y0=0; local z0=0;
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--minetest.chat_send_all("form at " .. dump(pos) .. " fields " .. dump(fields))
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if fields.x0 then x0 = tonumber(fields.x0) or 0 end
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if fields.y0 then y0 = tonumber(fields.y0) or 0 end
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if fields.z0 then z0 = tonumber(fields.z0) or 0 end
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if not privs.privs and (math.abs(x0)>10 or math.abs(y0)>10 or math.abs(z0) > 10) then return end
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meta:set_int("x0",x0);meta:set_int("y0",y0);meta:set_int("z0",z0);
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local speed,energy,bounce,g,puncheable;
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energy = meta:get_float("energy"); -- if positive activates, negative deactivates, 0 does nothing
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bounce = meta:get_int("bounce"); -- if nonzero bounces when hit obstacle, 0 gets absorbed
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gravity = meta:get_float("gravity"); -- gravity
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puncheable = meta:get_int("puncheable"); -- if 1 can be punched by players in protection, if 2 can be punched by anyone
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if fields.speed then
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local speed = tonumber(fields.speed) or 0;
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if (speed > 10 or speed < 0) and not privs.privs then return end
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meta:set_float("speed", speed)
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end
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if fields.energy then
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local energy = tonumber(fields.energy) or 1;
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meta:set_float("energy", energy)
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end
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if fields.bounce then
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local bounce = tonumber(fields.bounce) or 1;
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meta:set_int("bounce",bounce)
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end
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if fields.gravity then
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local gravity = tonumber(fields.gravity) or 1;
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if (gravity<0 or gravity>30) and not privs.privs then return end
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meta:set_float("gravity", gravity)
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end
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if fields.puncheable then
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meta:set_int("puncheable", tonumber(fields.puncheable) or 0)
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end
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ball_spawner_update_form(pos);
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end
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end
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})
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minetest.register_craft({
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output = "basic_machines:ball_spawner",
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recipe = {
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{"basic_machines:power_cell"},
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{"basic_machines:keypad"}
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}
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}) |