steampunk_blimp/entities.lua

535 lines
20 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 = false,
collide_with_objects=false,
pointable=false,
visual = "mesh",
mesh = "steampunk_blimp_stand_base.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,
})
minetest.register_entity("steampunk_blimp:blimp", {
initial_properties = {
physical = true,
collide_with_objects = true, --true,
collisionbox = {-4, -2.5, -4, 4, 10, 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_black.png", --alimentacao balao
"default_wood.png", --asa
"steampunk_blimp_canvas.png", --asa
"steampunk_blimp_canvas.png", --balao
"wool_white.png", --faixas brancas nariz
"wool_blue.png", --faixas azuis nariz
"steampunk_blimp_metal.png", --pontas do balão
"steampunk_blimp_black.png", --caldeira
"steampunk_blimp_forno.png", --caldeira
"default_junglewood.png", --casco
"steampunk_blimp_canvas.png", --leme
"default_junglewood.png", --leme
"steampunk_blimp_wood.png", --timao
"default_ladder_wood.png", --escada
"default_wood.png", --mureta
"steampunk_blimp_wood.png", --mureta
"steampunk_blimp_black.png", --nacele rotores
"steampunk_blimp_wood.png", --quilha
"default_wood.png", --rotores
"steampunk_blimp_rotor.png", --rotores
"steampunk_blimp_black.png", --suportes rotores
"steampunk_blimp_wood.png", --suporte timao
"steampunk_blimp_rope.png", --cordas
"wool_blue.png", --det azul
"wool_white.png", --det branco
"steampunk_blimp_wood.png", --fixacao cordas
--"steampunk_blimp_metal.png",
--"steampunk_blimp_red.png",
},
},
textures = {},
driver_name = nil,
sound_handle = nil,
static_save = true,
infotext = "A nice blimp",
lastvelocity = vector.new(),
hp = 50,
color = "#000000",
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,
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_owner = self.owner,
stored_shared_owners = self._shared_owners,
stored_hp = self.hp,
stored_color = self.color,
stored_anchor = self.anchored,
stored_hull_integrity = self.hull_integrity,
stored_item = self.item,
})
end,
on_activate = function(self, staticdata, dtime_s)
if staticdata ~= "" and staticdata ~= nil then
local data = minetest.deserialize(staticdata) or {}
self._baloon_buoyancy = data.stored_baloon_buoyancy
self._energy = data.stored_energy
self.owner = data.stored_owner
self._shared_owners = data.stored_shared_owners
self.hp = data.stored_hp
self.color = data.stored_color
self.anchored = data.stored_anchor
self.buoyancy = data.stored_buoyancy
self.surface_level = data.stored_surface_level
self.hull_integrity = data.stored_hull_integrity
self.item = data.stored_item
--minetest.debug("loaded: ", self._energy)
local properties = self.object:get_properties()
properties.infotext = data.stored_owner .. " nice blimp"
self.object:set_properties(properties)
end
steampunk_blimp.paint(self, self.color)
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 = {[1]=nil, [2]=nil, [3]=nil, [4]=nil, [5]=nil} --obj id
self._passengers_base_pos = {
[1]=steampunk_blimp.passenger_pos[1],
[2]=steampunk_blimp.passenger_pos[2],
[3]=steampunk_blimp.passenger_pos[3],
[4]=steampunk_blimp.passenger_pos[4],
[5]=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})
mobkit.actfunc(self, staticdata, dtime_s)
--[[
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]]--
end,
on_step = function(self, dtime)
mobkit.stepfunc(self, dtime)
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)
steampunk_blimp.engine_set_sound_and_animation(self)
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
--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
if self.last_vel ~= nil then
local impact = steampunk_blimp.get_hipotenuse_value(vel, self.last_vel)
if impact > 1 then
minetest.sound_play("steampunk_blimp_collision", {
--to_player = self.driver_name,
pos = curr_pos,
max_hear_distance = 15,
gain = 1.0,
fade = 0.0,
pitch = 1.0,
})
if self.hull_integrity then
self.hull_integrity = self.hull_integrity - impact
if (self.hull_integrity <= 0) then
--minetest.sound_play("steampunk_blimp_hull_break", {
minetest.sound_play("default_break_glass", {
--to_player = self.driver_name,
pos = curr_pos,
max_hear_distance = 15,
gain = 2,
fade = 0.0,
pitch = 1.0,
})
steampunk_blimp.destroy(self, true)
return
end
end
end
end
accel = steampunk_blimp.control(self, dtime, hull_direction, longit_speed, accel) or vel
--[[if is_attached then
--control
else
-- for some engine lag the player can be detached from the blimp, so lets set him attached again
local can_stop = true
if self.owner and self.driver_name then
-- attach the driver again
if player then
steampunk_blimp.attach(self, player)
can_stop = false
end
end
if can_stop then
--detach player
if self.sound_handle ~= nil then
minetest.sound_stop(self.sound_handle)
self.sound_handle = nil
end
end
end]]--
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)
-- calculate energy consumption --
----------------------------------
if self._energy > 0 and self._engine_running then
local zero_reference = vector.new()
local acceleration = steampunk_blimp.get_hipotenuse_value(accel, zero_reference)
local consumed_power = acceleration/steampunk_blimp.FUEL_CONSUMPTION
--self._energy = self._energy - consumed_power;
local energy_indicator_angle = steampunk_blimp.get_pointer_angle(self._energy, steampunk_blimp.MAX_FUEL)
end
if self._energy <= 0 then
self._engine_running = false
if self.sound_handle then minetest.sound_stop(self.sound_handle) end
self.object:set_animation_frame_speed(0)
end
----------------------------
-- end energy consumption --
--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.abs(math.deg(newroll)) >= 1 then
if self._roll_state == 1 then self._roll_state = -1 elseif self._roll_state == -1 then self._roll_state = 1 end
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
self._last_roll = newroll
end
--minetest.chat_send_all('newroll: '.. newroll)
---------------------------------
-- end roll
accel.y = accel_y -- + bob
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})
--saves last velocy for collision detection (abrupt stop)
self.last_vel = self.object:get_velocity()
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)
self._engine_running = true
end
if is_attached == false then
-- 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 then
steampunk_blimp.paint(self, colstr)
itmstck:set_count(itmstck:get_count()-1)
puncher:set_wielded_item(itmstck)
end
-- end painting
else -- deal damage
if not self.driver_name and toolcaps and toolcaps.damage_groups and
toolcaps.damage_groups.fleshy then
--mobkit.hurt(self,toolcaps.damage_groups.fleshy - 1)
--mobkit.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
end
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('name '.. dump(name) .. ' - pilot: ' .. dump(self.driver_name) .. ' - pax: ' .. dump(copilot_name))
--=========================
-- 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
if name == self.driver_name then
if is_attached then
steampunk_blimp.pilot_formspec(name)
else
self.driver_name = nil
end
--=========================
-- attach passenger
--=========================
else
is_attached = steampunk_blimp.check_passenger_is_attached(self, name)
if is_attached then
--remove pax
if self.driver_name ~= nil then
if name == self.owner 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 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
else
--attach normal passenger
--if self._door_closed == false then
steampunk_blimp.attach_pax(self, clicker)
--end
end
end
end,
})