steampunk_blimp/utilities.lua

680 lines
23 KiB
Lua
Executable File

function steampunk_blimp.testDamage(self, velocity, position)
if self._last_accell == nil then return end
local p = position --self.object:get_pos()
local collision = false
local low_node_pos = -2.5
if self._last_vel == nil then return end
--lets calculate the vertical speed, to avoid the bug on colliding on floor with hard lag
if math.abs(velocity.y - self._last_vel.y) > 2 then
local noded = airutils.nodeatpos(airutils.pos_shift(p,{y=low_node_pos}))
if (noded and noded.drawtype ~= 'airlike') then
collision = true
else
self.object:set_velocity(self._last_vel)
--self.object:set_acceleration(self._last_accell)
self.object:set_velocity(vector.add(velocity, vector.multiply(self._last_accell, self.dtime/8)))
end
end
local impact = math.abs(steampunk_blimp.get_hipotenuse_value(velocity, self._last_vel))
if impact > 2 then
if self.colinfo then
collision = self.colinfo.collides
--minetest.chat_send_all(impact)
end
end
if collision then
--self.object:set_velocity({x=0,y=0,z=0})
local damage = impact -- / 2
minetest.sound_play("steampunk_blimp_collision", {
--to_player = self.driver_name,
object = self.object,
max_hear_distance = 15,
gain = 1.0,
fade = 0.0,
pitch = 1.0,
}, true)
if damage > 5 then
self._power_lever = 0
end
if self.driver_name then
local player_name = self.driver_name
local player = minetest.get_player_by_name(player_name)
if player then
if player:get_hp() > 0 then
player:set_hp(player:get_hp()-(damage/2))
end
end
if self._passenger ~= nil then
local passenger = minetest.get_player_by_name(self._passenger)
if passenger then
if passenger:get_hp() > 0 then
passenger:set_hp(passenger:get_hp()-(damage/2))
end
end
end
end
end
end
local function do_attach(self, player, slot)
if slot == 0 then return end
if self._passengers[slot] == nil then
local name = player:get_player_name()
--minetest.chat_send_all(self.driver_name)
self._passengers[slot] = name
player:set_attach(self._passengers_base[slot], "", {x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
player_api.player_attached[name] = true
end
end
function steampunk_blimp.check_passenger_is_attached(self, name)
local is_attached = false
if is_attached == false then
for i = 5,1,-1
do
if self._passengers[i] == name then
is_attached = true
break
end
end
end
return is_attached
end
--this method checks each 1 second for a disconected player who comes back
function steampunk_blimp.rescueConnectionFailedPassengers(self)
self._disconnection_check_time = self._disconnection_check_time + self.dtime
if self._disconnection_check_time > 1 then
--minetest.chat_send_all(dump(self._passengers))
self._disconnection_check_time = 0
for i = 5,1,-1
do
if self._passengers[i] then
local player = minetest.get_player_by_name(self._passengers[i])
if player then --we have a player!
if player_api.player_attached[self._passengers[i]] == nil then --but isn't attached?
--minetest.chat_send_all("okay")
if player:get_hp() > 0 then
self._passengers[i] = nil --clear the slot first
do_attach(self, player, i) --attach
else
--steampunk_blimp.dettachPlayer(self, player)
end
end
end
end
end
end
end
-- attach passenger
function steampunk_blimp.attach_pax(self, player, slot)
slot = slot or 0
--verify if is locked to non-owners
if self._passengers_locked == true then
local name = player:get_player_name()
local can_bypass = minetest.check_player_privs(player, {protection_bypass=true})
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 == false then
minetest.chat_send_player(name,core.colorize('#ff0000', " >>> This blimp is currently locked for non-owners"))
return
end
end
if slot > 0 then
do_attach(self, player, slot)
return
end
--minetest.chat_send_all(dump(self._passengers))
--now yes, lets attach the player
--randomize the seat
local t = {1,2,3,4,5}
for i = 1, #t*2 do
local a = math.random(#t)
local b = math.random(#t)
t[a],t[b] = t[b],t[a]
end
--minetest.chat_send_all(dump(t))
local i=0
for k,v in ipairs(t) do
i = t[k]
if self._passengers[i] == nil then
do_attach(self, player, i)
break
end
end
end
function steampunk_blimp.dettach_pax(self, player, side)
side = side or "r"
if player then
local name = player:get_player_name() --self._passenger
steampunk_blimp.remove_hud(player)
-- passenger clicked the object => driver gets off the vehicle
for i = 5,1,-1
do
if self._passengers[i] == name then
self._passengers[i] = nil
self._passengers_base_pos[i] = steampunk_blimp.copy_vector(steampunk_blimp.passenger_pos[i])
--break
end
end
-- detach the player
player:set_detach()
player_api.player_attached[name] = nil
player_api.set_animation(player, "stand")
-- move player down
minetest.after(0.1, function(pos)
local rotation = self.object:get_rotation()
local direction = rotation.y
if side == "l" then
direction = direction - math.rad(180)
end
local move = 5
pos.x = pos.x + move * math.cos(direction)
pos.z = pos.z + move * math.sin(direction)
if self.isinliquid then
pos.y = pos.y + 1
else
pos.y = pos.y - 2.5
end
player:set_pos(pos)
end, player:get_pos())
end
end
function steampunk_blimp.textures_copy()
local tablecopy = {}
for k, v in pairs(steampunk_blimp.textures) do
tablecopy[k] = v
end
return tablecopy
end
local function paint(self)
local l_textures = steampunk_blimp.textures_copy()
for _, texture in ipairs(l_textures) do
local indx = texture:find('wool_blue.png')
if indx then
l_textures[_] = "wool_".. self.color..".png"
end
indx = texture:find('wool_yellow.png')
if indx then
l_textures[_] = "wool_".. self.color2..".png"
end
indx = texture:find('steampunk_blimp_alpha_logo.png')
if indx then
l_textures[_] = self.logo
end
end
self.object:set_properties({textures=l_textures})
end
function steampunk_blimp.set_logo(self, texture_name)
if texture_name == "" or texture_name == nil then
self.logo = "steampunk_blimp_alpha_logo.png"
elseif texture_name then
self.logo = texture_name
end
paint(self)
end
--painting
function steampunk_blimp.paint(self, colstr)
if colstr then
self.color = colstr
paint(self)
end
end
function steampunk_blimp.paint2(self, colstr)
if colstr then
self.color2 = colstr
paint(self)
end
end
-- destroy the boat
function steampunk_blimp.destroy(self, overload)
if self.sound_handle then
minetest.sound_stop(self.sound_handle)
self.sound_handle = nil
end
local pos = self.object:get_pos()
if self.fire then self.fire:remove() end
if self._passengers_base[1] then self._passengers_base[1]:remove() end
if self._passengers_base[2] then self._passengers_base[2]:remove() end
if self._passengers_base[3] then self._passengers_base[3]:remove() end
if self._passengers_base[4] then self._passengers_base[4]:remove() end
if self._passengers_base[5] then self._passengers_base[5]:remove() end
airutils.destroy_inventory(self)
self.object:remove()
pos.y=pos.y+2
--[[for i=1,7 do
minetest.add_item({x=pos.x+math.random()-0.5,y=pos.y,z=pos.z+math.random()-0.5},'default:steel_ingot')
end
for i=1,7 do
minetest.add_item({x=pos.x+math.random()-0.5,y=pos.y,z=pos.z+math.random()-0.5},'default:mese_crystal')
end]]--
--minetest.add_item({x=pos.x+math.random()-0.5,y=pos.y,z=pos.z+math.random()-0.5},'steampunk_blimp:boat')
--minetest.add_item({x=pos.x+math.random()-0.5,y=pos.y,z=pos.z+math.random()-0.5},'default:diamond')
--[[local total_biofuel = math.floor(self._energy) - 1
for i=0,total_biofuel do
minetest.add_item({x=pos.x+math.random()-0.5,y=pos.y,z=pos.z+math.random()-0.5},'biofuel:biofuel')
end]]--
if overload then
local stack = ItemStack(self.item)
local item_def = stack:get_definition()
if item_def.overload_drop then
for _,item in pairs(item_def.overload_drop) do
minetest.add_item({x=pos.x+math.random()-0.5,y=pos.y,z=pos.z+math.random()-0.5},item)
end
return
end
end
local stack = ItemStack(self.item)
local item_def = stack:get_definition()
if self.hull_integrity then
local boat_wear = math.floor(65535*(1-(self.hull_integrity/item_def.hull_integrity)))
stack:set_wear(boat_wear)
end
minetest.add_item({x=pos.x+math.random()-0.5,y=pos.y,z=pos.z+math.random()-0.5}, stack)
end
--returns 0 for old, 1 for new
function steampunk_blimp.detect_player_api(player)
local player_proterties = player:get_properties()
local mesh = "character.b3d"
if player_proterties.mesh == mesh then
local models = player_api.registered_models
local character = models[mesh]
if character then
if character.animations.sit.eye_height then
return 1
else
return 0
end
end
end
return 0
end
function steampunk_blimp.checkAttach(self, player)
local retVal = false
if player then
local player_attach = player:get_attach()
if player_attach then
for i = 5,1,-1
do
if player_attach == self._passengers_base[i] then
retVal = true
break
end
end
end
end
return retVal
end
function steampunk_blimp.clamp(value, min, max)
local retVal = value
if value < min then retVal = min end
if value > max then retVal = max end
--minetest.chat_send_all(value .. " - " ..retVal)
return retVal
end
function steampunk_blimp.reclamp(value, min, max)
local retVal = value
local mid = (max/min)/2
if value > min and value <= mid then retVal = min end
if value < max and value > mid then retVal = max end
--minetest.chat_send_all(value .. " - " ..retVal)
return retVal
end
function steampunk_blimp.engineSoundPlay(self)
--sound
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
if self.object then
self.sound_handle = minetest.sound_play({name = "default_furnace_active"},
{object = self.object, gain = 0.2,
max_hear_distance = 5,
loop = true,})
self.sound_handle_pistons = minetest.sound_play({name = "default_cool_lava"},--"default_item_smoke"},
{object = self.object, gain = 0.05,
pitch = 0.4+((math.abs(self._power_lever)/100)/2),
max_hear_distance = 32,
loop = true,})
end
end
function steampunk_blimp.engine_set_sound_and_animation(self)
if self._last_applied_power ~= self._power_lever then
--minetest.chat_send_all('test2')
self._last_applied_power = self._power_lever
self.object:set_animation_frame_speed(steampunk_blimp.iddle_rotation + (self._power_lever))
if self._last_sound_update == nil then self._last_sound_update = self._power_lever end
if math.abs(self._last_sound_update - self._power_lever) > 5 then
self._last_sound_update = self._power_lever
steampunk_blimp.engineSoundPlay(self)
end
end
if self._engine_running == false then
if self.sound_handle then
minetest.sound_stop(self.sound_handle)
self.sound_handle = nil
--self.object:set_animation_frame_speed(0)
end
end
end
function steampunk_blimp.start_furnace(self)
if self._engine_running then
self._engine_running = false
-- sound and animation
if self.sound_handle then
minetest.sound_stop(self.sound_handle)
self.sound_handle = nil
end
elseif self._engine_running == false and self._energy > 0 then
self._engine_running = true
-- sound
if self.sound_handle then minetest.sound_stop(self.sound_handle) end
if self.object then
self.sound_handle = minetest.sound_play({name = "default_furnace_active"},
{object = self.object, gain = 0.2,
max_hear_distance = 5,
loop = true,})
end
end
end
function steampunk_blimp.boat_upper_deck_map(pos, dpos)
local orig_pos = steampunk_blimp.copy_vector(pos)
local position = steampunk_blimp.copy_vector(dpos)
local new_pos = steampunk_blimp.copy_vector(dpos)
new_pos.z = steampunk_blimp.clamp(new_pos.z, -47, -16)
if position.z >= -49 and position.z < -32 then --limit 10
new_pos.y = 20.821
new_pos.x = steampunk_blimp.clamp(new_pos.x, -8, 8)
return new_pos
end
if position.z >= -32 and position.z < -14 then --limit 11
new_pos.y = 20.821
new_pos.x = steampunk_blimp.clamp(new_pos.x, -11, 11)
if position.z >= -28 then --timao
if orig_pos.x <= -4 or orig_pos.x >= 4 then
new_pos.x = steampunk_blimp.reclamp(new_pos.x, -4, 4)
else
new_pos.z = steampunk_blimp.reclamp(new_pos.z, -28, -20)
end
end
if position.z > -24 then --escada
if orig_pos.x <= 4 then
new_pos.z = steampunk_blimp.reclamp(new_pos.z, -24, -12)
end
end
return new_pos
end
return new_pos
end
function steampunk_blimp.boat_lower_deck_map(pos, dpos)
local orig_pos = steampunk_blimp.copy_vector(pos)
local position = steampunk_blimp.copy_vector(dpos)
local new_pos = steampunk_blimp.copy_vector(dpos)
new_pos.z = steampunk_blimp.clamp(new_pos.z, -29, 45)
if position.z > -31 and position.z < -14 then --limit 10
new_pos.y = 0
new_pos.x = steampunk_blimp.clamp(new_pos.x, -10, 10)
return new_pos
end
if position.z >= -14 and position.z < -4 then --limit 11
new_pos.y = 0
new_pos.x = steampunk_blimp.clamp(new_pos.x, -12, 12)
if position.z > -9 then
if orig_pos.x <= -6 or orig_pos.x >= 6 then
new_pos.x = steampunk_blimp.reclamp(new_pos.x, -6, 6)
else
new_pos.z = steampunk_blimp.reclamp(new_pos.z, -9, -4)
end
end
return new_pos
end
if position.z >= -4 and position.z <= 4 then --limit 14
new_pos.y = 0
new_pos.x = steampunk_blimp.clamp(position.x, -14, 14)
if orig_pos.x <= -6 or orig_pos.x >= 6 then new_pos.x = steampunk_blimp.reclamp(new_pos.x, -6, 6) end
return new_pos
end
if position.z > 4 and position.z <= 19 then --limit 11
new_pos.y = 0
new_pos.x = steampunk_blimp.clamp(position.x, -12, 12)
if position.z < 14 then
if orig_pos.x <= -6 or orig_pos.x >= 6 then
new_pos.x = steampunk_blimp.reclamp(new_pos.x, -6, 6)
else
new_pos.z = steampunk_blimp.reclamp(new_pos.z, 4, 14)
end
end
return new_pos
end
if position.z > 19 and position.z <= 22 then --limit 10
new_pos.y = 4.4
new_pos.x = steampunk_blimp.clamp(new_pos.x, -10, 10)
return new_pos
end
if position.z > 22 and position.z <= 30 then --limit 7
new_pos.y = 8.5
new_pos.x = steampunk_blimp.clamp(new_pos.x, -7, 7)
return new_pos
end
if position.z > 30 and position.z <= 36 then --limit 5
new_pos.y = 8.5
new_pos.x = steampunk_blimp.clamp(new_pos.x, -5, 5)
return new_pos
end
if position.z > 36 and position.z < 47 then --limit 1
new_pos.y = 8.5
new_pos.x = steampunk_blimp.clamp(new_pos.x, -2, 2)
return new_pos
end
return new_pos
end
function steampunk_blimp.ladder_map(pos, dpos)
local orig_pos = steampunk_blimp.copy_vector(pos)
local position = steampunk_blimp.copy_vector(dpos)
local new_pos = steampunk_blimp.copy_vector(dpos)
new_pos.z = steampunk_blimp.clamp(new_pos.z, -18, -12)
if position.z > -20 and position.z < -10 then --limit 10
new_pos.x = steampunk_blimp.clamp(new_pos.x, 4, 12)
end
return new_pos
end
local function is_ladder_zone(pos)
local ladder_zone = false
if pos.z <= -12 and pos.z >= -18 and pos.x > 4 and pos.x < 12 then ladder_zone = true end
return ladder_zone
end
function steampunk_blimp.play_rope_sound(self)
minetest.sound_play({name = "steampunk_blimp_rope"},
{object = self.object, gain = 1,
max_hear_distance = 5,
ephemeral = true,})
end
--note: index variable just for the walk
local function get_result_pos(self, player, index)
local pos = nil
if player then
local direction = player:get_look_horizontal()
local rotation = self.object:get_rotation()
direction = direction - rotation.y
local y_rot = -math.deg(direction)
local ctrl = player:get_player_control()
pos = vector.new()
pos.y = y_rot --okay, this is strange to keep here, but as I dont use it anyway...
if ctrl.up or ctrl.down or ctrl.left or ctrl.right then
player_api.set_animation(player, "walk", 30)
local dir = 0
if ctrl.up then dir = -1 end
if ctrl.down then dir = 1 end
if ctrl.left then
direction = direction - math.rad(90)
dir = 1
end
if ctrl.right then
direction = direction + math.rad(90)
dir = 1
end
local time_correction = (self.dtime/steampunk_blimp.ideal_step)
local move = 0.3 * dir * time_correction
pos.x = move * math.cos(-direction)
pos.z = move * math.sin(-direction)
--lets fake walk sound
if self._passengers_base_pos[index].dist_moved == nil then self._passengers_base_pos[index].dist_moved = 0 end
self._passengers_base_pos[index].dist_moved = self._passengers_base_pos[index].dist_moved + move;
if math.abs(self._passengers_base_pos[index].dist_moved) > 5 then
self._passengers_base_pos[index].dist_moved = 0
minetest.sound_play({name = "default_wood_footstep"},
{object = self._passengers_base_pos[index].object, gain = 0.1,
max_hear_distance = 5,
ephemeral = true,})
end
--[[
sin(theta) = opposite/hypotenuse
cos(theta) = adjacent/hypotenuse
For X "Distance * COS ( Angle )"
For Y "Distance * SIN ( Angle )"
]]--
else
player_api.set_animation(player, "stand")
end
end
return pos
end
function steampunk_blimp.navigate_deck(pos, dpos, player)
local pos_d = dpos
local ladder_zone = is_ladder_zone(pos)
local upper_deck_y = 20.821
if player then
if pos.y == upper_deck_y then
pos_d = steampunk_blimp.boat_upper_deck_map(pos, dpos)
elseif pos.y <= 8.5 and pos.y >= 0 then
if ladder_zone == false then
pos_d = steampunk_blimp.boat_lower_deck_map(pos, dpos)
end
elseif pos.y > 8.5 and pos.y < upper_deck_y then
pos_d = steampunk_blimp.ladder_map(pos, dpos)
end
local ctrl = player:get_player_control()
if ctrl.jump or ctrl.sneak then --ladder
if ladder_zone then
--minetest.chat_send_all(dump(pos))
if ctrl.jump then
pos_d.y = pos_d.y + 0.9
if pos_d.y > upper_deck_y then pos_d.y = upper_deck_y end
end
if ctrl.sneak then
pos_d.y = pos_d.y - 0.9
if pos_d.y < 0 then pos_d.y = 0 end
end
end
end
end
return pos_d
end
function steampunk_blimp.move_persons(self)
--self._passenger = nil
if self.object == nil then return end
for i = 5,1,-1
do
local player = nil
if self._passengers[i] then player = minetest.get_player_by_name(self._passengers[i]) end
if self.driver_name and self._passengers[i] == self.driver_name then
--clean driver if it's nil
if player == nil then
self._passengers[i] = nil
self.driver_name = nil
end
else
if self._passengers[i] ~= nil then
--minetest.chat_send_all("pass: "..dump(self._passengers[i]))
--the rest of the passengers
if player then
local result_pos = get_result_pos(self, player, i)
local y_rot = 0
if result_pos then
y_rot = result_pos.y -- the only field that returns a rotation
local new_pos = steampunk_blimp.copy_vector(self._passengers_base_pos[i])
new_pos.x = new_pos.x - result_pos.z
new_pos.z = new_pos.z - result_pos.x
--minetest.chat_send_all(dump(new_pos))
--local pos_d = steampunk_blimp.boat_lower_deck_map(self._passengers_base_pos[i], new_pos)
local pos_d = steampunk_blimp.navigate_deck(self._passengers_base_pos[i], new_pos, player)
--minetest.chat_send_all(dump(height))
self._passengers_base_pos[i] = steampunk_blimp.copy_vector(pos_d)
self._passengers_base[i]:set_attach(self.object,'',self._passengers_base_pos[i],{x=0,y=0,z=0})
end
--minetest.chat_send_all(dump(self._passengers_base_pos[i]))
player:set_attach(self._passengers_base[i], "", {x = 0, y = 0, z = 0}, {x = 0, y = y_rot, z = 0})
else
--self._passengers[i] = nil
end
end
end
end
end
function steampunk_blimp.copy_vector(original_vector)
local tablecopy = {}
for k, v in pairs(original_vector) do
tablecopy[k] = v
end
return tablecopy
end