steampunk_blimp/entities.lua

583 lines
22 KiB
Lua
Executable File

--
-- constants
--
local LONGIT_DRAG_FACTOR = 0.13*0.13
local LATER_DRAG_FACTOR = 2.0
--
-- entity
--
minetest.register_entity('steampunk_blimp:fire',{
initial_properties = {
physical = false,
collide_with_objects=false,
pointable=false,
glow = 0,
visual = "mesh",
mesh = "steampunk_blimp_light.b3d",
textures = {
"steampunk_blimp_alpha.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,
})
--
-- seat pivot
--
minetest.register_entity('steampunk_blimp:stand_base',{
initial_properties = {
physical = true,
collide_with_objects=true,
collisionbox = {-2, -2, -2, 2, 0, 2},
pointable=false,
visual = "mesh",
mesh = "steampunk_blimp_stand_base.b3d",
textures = {"steampunk_blimp_alpha.png",},
},
dist_moved = 0,
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("steampunk_blimp:blimp", {
initial_properties = {
physical = true,
collide_with_objects = true, --true,
collisionbox = {-4, -2.5, -4, 4, 9, 4}, --{-1,0,-1, 1,0.3,1},
--selectionbox = {-0.6,0.6,-0.6, 0.6,1,0.6},
visual = "mesh",
backface_culling = false,
mesh = "steampunk_blimp.b3d",
textures = steampunk_blimp.textures_copy(),
},
textures = {},
driver_name = nil,
sound_handle = nil,
static_save = true,
infotext = "A nice blimp",
lastvelocity = vector.new(),
hp = 50,
color = "blue",
color2 = "white",
logo = "steampunk_blimp_alpha_logo.png",
timeout = 0;
buoyancy = 0.15,
max_hp = 50,
anchored = false,
physics = steampunk_blimp.physics,
hull_integrity = nil,
owner = "",
_shared_owners = {},
_engine_running = false,
_power_lever = 0,
_last_applied_power = 0,
_at_control = false,
_rudder_angle = 0,
_baloon_buoyancy = 0,
_show_hud = true,
_energy = 1.0,--0.001,
_water_level = 1.0,
_boiler_pressure = 1.0, --min 155 max 310
_is_going_up = false, --to tell the boiler to lose pressure
_passengers = {}, --passengers list
_passengers_base = {}, --obj id
_passengers_base_pos = steampunk_blimp.copy_vector({}),
_passengers_locked = false,
_disconnection_check_time = 0,
_inv = nil,
_inv_id = "",
item = "steampunk_blimp:blimp",
get_staticdata = function(self) -- unloaded/unloads ... is now saved
return minetest.serialize({
stored_baloon_buoyancy = self._baloon_buoyancy,
stored_energy = self._energy,
stored_water_level = self._water_level,
stored_boiler_pressure = self._boiler_pressure,
stored_owner = self.owner,
stored_shared_owners = self._shared_owners,
stored_hp = self.hp,
stored_color = self.color,
stored_color2 = self.color2,
stored_logo = self.logo,
stored_anchor = self.anchored,
stored_hull_integrity = self.hull_integrity,
stored_item = self.item,
stored_inv_id = self._inv_id,
stored_passengers = self._passengers, --passengers list
stored_passengers_locked = self._passengers_locked,
})
end,
on_deactivate = function(self)
airutils.save_inventory(self)
if self.sound_handle then minetest.sound_stop(self.sound_handle) end
if self.sound_handle_pistons then minetest.sound_stop(self.sound_handle_pistons) end
end,
on_activate = function(self, staticdata, dtime_s)
--minetest.chat_send_all('passengers: '.. dump(self._passengers))
if staticdata ~= "" and staticdata ~= nil then
local data = minetest.deserialize(staticdata) or {}
self._baloon_buoyancy = data.stored_baloon_buoyancy or 0
self._energy = data.stored_energy or 0
self._water_level = data.stored_water_level or 0
self._boiler_pressure = data.stored_boiler_pressure or 0
self.owner = data.stored_owner or ""
self._shared_owners = data.stored_shared_owners or {}
self.hp = data.stored_hp or 50
self.color = data.stored_color or "blue"
self.color2 = data.stored_color2 or "white"
self.logo = data.stored_logo or "steampunk_blimp_alpha_logo.png"
self.anchored = data.stored_anchor or false
self.buoyancy = data.stored_buoyancy or 0.15
self.hull_integrity = data.stored_hull_integrity
self.item = data.stored_item
self._inv_id = data.stored_inv_id
self._passengers = data.stored_passengers or steampunk_blimp.copy_vector({[1]=nil, [2]=nil, [3]=nil, [4]=nil, [5]=nil,})
self._passengers_locked = data.stored_passengers_locked
--minetest.debug("loaded: ", self._energy)
local properties = self.object:get_properties()
properties.infotext = data.stored_owner .. " nice blimp"
self.object:set_properties(properties)
end
local colstr = steampunk_blimp.colors[self.color]
if not colstr then
colstr = "blue"
self.color = colstr
end
steampunk_blimp.paint(self, self.color)
steampunk_blimp.paint2(self, self.color2)
local pos = self.object:get_pos()
local fire=minetest.add_entity(pos,'steampunk_blimp:fire')
fire:set_attach(self.object,'',{x=0.0,y=0.0,z=0.0},{x=0,y=0,z=0})
self.fire = fire
self._passengers_base = steampunk_blimp.copy_vector({[1]=nil, [2]=nil, [3]=nil, [4]=nil, [5]=nil,})
self._passengers_base_pos = steampunk_blimp.copy_vector({[1]=nil, [2]=nil, [3]=nil, [4]=nil, [5]=nil,})
self._passengers_base_pos = {
[1]=steampunk_blimp.copy_vector(steampunk_blimp.passenger_pos[1]),
[2]=steampunk_blimp.copy_vector(steampunk_blimp.passenger_pos[2]),
[3]=steampunk_blimp.copy_vector(steampunk_blimp.passenger_pos[3]),
[4]=steampunk_blimp.copy_vector(steampunk_blimp.passenger_pos[4]),
[5]=steampunk_blimp.copy_vector(steampunk_blimp.passenger_pos[5]),} --curr pos
--self._passengers = {[1]=nil, [2]=nil, [3]=nil, [4]=nil, [5]=nil,} --passenger names
self._passengers_base[1]=minetest.add_entity(pos,'steampunk_blimp:stand_base')
self._passengers_base[1]:set_attach(self.object,'',self._passengers_base_pos[1],{x=0,y=0,z=0})
self._passengers_base[2]=minetest.add_entity(pos,'steampunk_blimp:stand_base')
self._passengers_base[2]:set_attach(self.object,'',self._passengers_base_pos[2],{x=0,y=0,z=0})
self._passengers_base[3]=minetest.add_entity(pos,'steampunk_blimp:stand_base')
self._passengers_base[3]:set_attach(self.object,'',self._passengers_base_pos[3],{x=0,y=0,z=0})
self._passengers_base[4]=minetest.add_entity(pos,'steampunk_blimp:stand_base')
self._passengers_base[4]:set_attach(self.object,'',self._passengers_base_pos[4],{x=0,y=0,z=0})
self._passengers_base[5]=minetest.add_entity(pos,'steampunk_blimp:stand_base')
self._passengers_base[5]:set_attach(self.object,'',self._passengers_base_pos[5],{x=0,y=0,z=0})
--animation load - stoped
self.object:set_animation({x = 1, y = 47}, 0, 0, true)
self.object:set_bone_position("low_rudder_a", {x=0,y=0,z=-40}, {x=-5.35,y=0,z=0})
self.object:set_armor_groups({immortal=1})
airutils.actfunc(self, staticdata, dtime_s)
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
airutils.create_inventory(self, steampunk_blimp.trunk_slots)
else
self.inv = inv
end
steampunk_blimp.engine_step(self, 0)
end,
on_step = function(self,dtime,colinfo)
self.dtime = math.min(dtime,0.2)
self.colinfo = colinfo
self.height = airutils.get_box_height(self)
-- physics comes first
local vel = self.object:get_velocity()
if colinfo then
self.isonground = colinfo.touching_ground
else
if self.lastvelocity.y==0 and vel.y==0 then
self.isonground = true
else
self.isonground = false
end
end
self:physics()
if self.logic then
self:logic()
end
self.lastvelocity = self.object:get_velocity()
self.time_total=self.time_total+self.dtime
end,
logic = function(self)
local accel_y = self.object:get_acceleration().y
local rotation = self.object:get_rotation()
local yaw = rotation.y
local newyaw=yaw
local pitch = rotation.x
local newpitch = pitch
local roll = rotation.z
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 = steampunk_blimp.dot(velocity,hull_direction)
self._longit_speed = longit_speed --for anchor verify
local longit_drag = vector.multiply(hull_direction,longit_speed*
longit_speed*LONGIT_DRAG_FACTOR*-1*steampunk_blimp.sign(longit_speed))
local later_speed = steampunk_blimp.dot(velocity,nhdir)
local later_drag = vector.multiply(nhdir,later_speed*later_speed*
LATER_DRAG_FACTOR*-1*steampunk_blimp.sign(later_speed))
local accel = vector.add(longit_drag,later_drag)
local vel = self.object:get_velocity()
local curr_pos = self.object:get_pos()
self._last_pos = curr_pos
self.object:move_to(curr_pos)
--minetest.chat_send_all(self._energy)
--local node_bellow = airutils.nodeatpos(airutils.pos_shift(curr_pos,{y=-2.8}))
--[[local is_flying = true
if node_bellow and node_bellow.drawtype ~= 'airlike' then is_flying = false end]]--
local is_attached = false
local player = nil
if self.driver_name then
player = minetest.get_player_by_name(self.driver_name)
if player then
is_attached = steampunk_blimp.checkAttach(self, player)
end
end
if self.owner == "" then return end
--[[if longit_speed == 0 and is_flying == false and is_attached == false and self._engine_running == false then
self.object:move_to(curr_pos)
--self.object:set_acceleration({x=0,y=airutils.gravity,z=0})
return
end]]--
--fire
if self._engine_running == true then
self.fire:set_properties({textures={"default_furnace_fire_fg.png"},glow=15})
else
self.fire:set_properties({textures={"steampunk_blimp_alpha.png"},glow=0})
end
--detect collision
steampunk_blimp.testDamage(self, vel, curr_pos)
accel = steampunk_blimp.control(self, self.dtime, hull_direction, longit_speed, accel) or vel
--get disconnected players
steampunk_blimp.rescueConnectionFailedPassengers(self)
local turn_rate = math.rad(18)
newyaw = yaw + self.dtime*(1 - 1 / (math.abs(longit_speed) + 1)) *
self._rudder_angle / 30 * turn_rate * steampunk_blimp.sign(longit_speed)
steampunk_blimp.engine_step(self, accel)
--roll adjust
---------------------------------
local sdir = minetest.yaw_to_dir(newyaw)
local snormal = {x=sdir.z,y=0,z=-sdir.x} -- rightside, dot is negative
local prsr = steampunk_blimp.dot(snormal,nhdir)
local rollfactor = -15
local newroll = 0
if self._last_roll ~= nil then newroll = self._last_roll end
--oscilation when stoped
if longit_speed == 0 then
local time_correction = (self.dtime/steampunk_blimp.ideal_step)
--stoped
if self._roll_state == nil then
self._roll_state = math.floor(math.random(-1,1))
if self._roll_state == 0 then self._roll_state = 1 end
self._last_roll = newroll
end
if math.deg(newroll) >= 1 and self._roll_state == 1 then
self._roll_state = -1
steampunk_blimp.play_rope_sound(self);
end
if math.deg(newroll) <= -1 and self._roll_state == -1 then
self._roll_state = 1
steampunk_blimp.play_rope_sound(self);
end
local roll_factor = (self._roll_state * 0.005) * time_correction
self._last_roll = self._last_roll + math.rad(roll_factor)
else
--in movement
self._roll_state = nil
newroll = (prsr*math.rad(rollfactor))*later_speed
if self._last_roll ~= nil then
if math.sign(newroll) ~= math.sign(self._last_roll) then
steampunk_blimp.play_rope_sound(self)
end
end
self._last_roll = newroll
end
--minetest.chat_send_all('newroll: '.. newroll)
---------------------------------
-- end roll
accel.y = accel_y
newpitch = velocity.y * math.rad(1.5)
self.object:set_acceleration(accel)
self.object:set_rotation({x=newpitch,y=newyaw,z=newroll})
self.object:set_bone_position("low_rudder", {x=0,y=0,z=0}, {x=0,y=self._rudder_angle,z=0})
self.object:set_bone_position("rudder", {x=0,y=97,z=-148}, {x=0,y=self._rudder_angle,z=0})
self.object:set_bone_position("timao", {x=0,y=27,z=-25}, {x=0,y=0,z=self._rudder_angle*8})
self.object:set_bone_position("compass_axis", {x=0,y=30.2,z=-21.243}, {x=0, y=(math.deg(newyaw)), z=0})
--saves last velocy for collision detection (abrupt stop)
self._last_vel = self.object:get_velocity()
self._last_accell = accel
steampunk_blimp.move_persons(self)
end,
on_punch = function(self, puncher, ttime, toolcaps, dir, damage)
if not puncher or not puncher:is_player() then
return
end
local is_admin = false
is_admin = minetest.check_player_privs(puncher, {server=true})
local name = puncher:get_player_name()
if self.owner and self.owner ~= name and self.owner ~= "" then
if is_admin == false then return end
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 = steampunk_blimp.checkAttach(self, puncher)
local itmstck=puncher:get_wielded_item()
local item_name = ""
if itmstck then item_name = itmstck:get_name() end
if is_attached == true then
--refuel
steampunk_blimp.load_fuel(self, puncher)
steampunk_blimp.load_water(self, puncher)
end
-- deal with painting or destroying
if itmstck then
local _,indx = item_name:find('dye:')
if indx then
--lets paint!!!!
local color = item_name:sub(indx+1)
local colstr = steampunk_blimp.colors[color]
--minetest.chat_send_all(color ..' '.. dump(colstr))
if colstr and (name == self.owner or minetest.check_player_privs(puncher, {protection_bypass=true})) then
local ctrl = puncher:get_player_control()
if ctrl.aux1 then
steampunk_blimp.paint2(self, colstr)
else
steampunk_blimp.paint(self, colstr)
end
itmstck:set_count(itmstck:get_count()-1)
puncher:set_wielded_item(itmstck)
end
-- end painting
end
end
if is_attached == false then
local i = 0
local has_passengers = false
for i = steampunk_blimp.max_seats,1,-1
do
if self._passengers[i] ~= nil then
has_passengers = true
break
end
end
if not has_passengers and toolcaps and toolcaps.damage_groups and
toolcaps.damage_groups.fleshy then
--airutils.hurt(self,toolcaps.damage_groups.fleshy - 1)
--airutils.make_sound(self,'hit')
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
if self.hp <= 0 then
steampunk_blimp.destroy(self, false)
end
end
end,
on_rightclick = function(self, clicker)
local message = ""
if not clicker or not clicker:is_player() then
return
end
local name = clicker:get_player_name()
if self.owner == "" then
self.owner = name
end
local touching_ground, liquid_below = airutils.check_node_below(self.object, 2.5)
local is_on_ground = self.isinliquid or touching_ground or liquid_below
local is_under_water = airutils.check_is_under_water(self.object)
--minetest.chat_send_all('passengers: '.. dump(self._passengers))
--=========================
-- form to pilot
--=========================
local is_attached = false
local seat = clicker:get_attach()
if seat then
local plane = seat:get_attach()
if plane == self.object then is_attached = true end
end
--check error after being shot for any other mod
if is_attached == false then
for i = steampunk_blimp.max_seats,1,-1
do
if self._passengers[i] == name then
self._passengers[i] = nil --clear the wrong information
break
end
end
end
--shows pilot formspec
if name == self.driver_name then
if is_attached then
steampunk_blimp.pilot_formspec(name)
else
self.driver_name = nil
end
--=========================
-- attach passenger
--=========================
else
local pass_is_attached = steampunk_blimp.check_passenger_is_attached(self, name)
if pass_is_attached then
local can_bypass = minetest.check_player_privs(clicker, {protection_bypass=true})
if clicker:get_player_control().aux1 == true then --lets see the inventory
local is_shared = false
if name == self.owner or can_bypass then is_shared = true end
for k, v in pairs(self._shared_owners) do
if v == name then
is_shared = true
break
end
end
if is_shared then
airutils.show_vehicle_trunk_formspec(self, clicker, steampunk_blimp.trunk_slots)
end
else
if self.driver_name ~= nil and self.driver_name ~= "" then
--lets take the control by force
if name == self.owner or can_bypass then
--require the pilot position now
steampunk_blimp.owner_formspec(name)
else
steampunk_blimp.pax_formspec(name)
end
else
--check if is on owner list
local is_shared = false
if name == self.owner or can_bypass then is_shared = true end
for k, v in pairs(self._shared_owners) do
if v == name then
is_shared = true
break
end
end
--normal user
if is_shared == false then
steampunk_blimp.pax_formspec(name)
else
--owners
steampunk_blimp.pilot_formspec(name)
end
end
end
else
--first lets clean the boat slots
--note that when it happens, the "rescue" function will lost the historic
for i = steampunk_blimp.max_seats,1,-1
do
if self._passengers[i] ~= nil then
local old_player = minetest.get_player_by_name(self._passengers[i])
if not old_player then self._passengers[i] = nil end
end
end
--attach normal passenger
--if self._door_closed == false then
steampunk_blimp.attach_pax(self, clicker)
--end
end
end
end,
})