-- API FUNCTIONS -- target_objs = {} local ANGLE_SPEED_RELEASE = 5 -- in degrees local ANGLE_SPEED_DIRECT = 15 -- in degrees DAMAGE = 2 turret.spread_ray = function(pos, target_dir) target_dir = vector.normalize(target_dir) local ray_segments_list = {} local ray_rot = vector.dir_to_rotation(target_dir) local next_obj = minetest.add_entity(pos, "turret:ray") next_obj:set_properties({textures={"turret_ray_seg.png"}}) next_obj:set_rotation({x=ray_rot.x, y=ray_rot.y, z=0}) ray_segments_list[#ray_segments_list+1] = pos local next_pos = vector.add(pos, target_dir) local next_node = minetest.get_node(next_pos) while next_node.name == "air" do next_obj = minetest.add_entity(next_pos, "turret:ray") next_obj:set_rotation({x=ray_rot.x, y=ray_rot.y, z=0}) ray_segments_list[#ray_segments_list+1] = next_pos next_pos = vector.add(next_pos, target_dir) next_node = minetest.get_node(next_pos) end local meta = minetest.get_meta(pos) meta:set_string("ray_segments_list", minetest.serialize(ray_segments_list)) meta:set_string("ray_dir", minetest.serialize(target_dir)) end turret.delete_ray = function(pos) local meta = minetest.get_meta(pos) local ray_seg_l = minetest.deserialize(meta:get_string("ray_segments_list")) for _, ray_seg in ipairs(ray_seg_l) do local ray = minetest.get_objects_inside_radius(ray_seg, 0.1) for _, obj in ipairs(ray) do if obj:get_luaentity().name == "turret:ray" then obj:remove() end break end end end turret.get_turret_unitdir = function(pos) local node = minetest.get_node(pos) local u_dir_vec = vector.rotate(minetest.facedir_to_dir(node.param2), {x=0, y=math.pi, z=0}) return u_dir_vec end turret.is_obj_inside_field_of_sight = function(pos, obj_pos) if not obj_pos then return end local u_dir_vec = turret.get_turret_unitdir(pos) local rel_obj_pos = vector.subtract(obj_pos, {x=pos.x, y=pos.y+0.175, z=pos.z}) return vector.length(rel_obj_pos) <= 20 and vector.angle(u_dir_vec, rel_obj_pos) <= math.rad(45) end vector.are_co_directional = function(vec1, vec2) return vector.angle(vec1, vec2) == 0 end turret.get_state = function(pos) local node = minetest.get_node(pos) local state = node.name:match("_on$") or node.name:match("_off$") return state and state:sub(2) end turret.direct_ray_to_entity = function(pos) local meta = minetest.get_meta(pos) local strpos = minetest.pos_to_string(pos) local eye_pos = {x=pos.x, y=pos.y+0.175, z=pos.z} local ray_seg_list = minetest.deserialize(meta:get_string("ray_segments_list")) local u_dir_vec = turret.get_turret_unitdir(pos) local cur_ray_dir = minetest.deserialize(meta:get_string("ray_dir")) local node = minetest.get_node(pos) local state = turret.get_state(pos) if not target_objs[strpos] then local nearby_objs = minetest.get_objects_inside_radius(eye_pos, 20) local hit_objs = {} for _, obj in ipairs(nearby_objs) do local view_ang = vector.angle(u_dir_vec, vector.subtract(obj:get_pos(), eye_pos)) if obj:is_player() and view_ang <= math.pi/4 then hit_objs[#hit_objs+1] = obj end end if #hit_objs == 0 then --minetest.debug("Current ray dir: x: " .. ray_seg_list[1].x .. ", y: " .. ray_seg_list[1].y .. ", z: " .. ray_seg_list[1].z) turret.delete_ray(pos) turret.spread_ray(eye_pos, vector.normalize(cur_ray_dir)) local rseg_l = minetest.deserialize(meta:get_string("ray_segments_list")) --minetest.debug("Updated ray dir: x: " .. rseg_l[1].x .. ", y: " .. rseg_l[1].y .. ", z: " .. rseg_l[1].z) return end local rand_obj = hit_objs[math.random(1, #hit_objs)] target_objs[strpos] = rand_obj if state == "off" then minetest.set_node(pos, {name=node.name:gsub("_off$", "_on"), param1=node.param1, param2=node.param2}) return true end else local is_object_inside_view_radius = turret.is_obj_inside_field_of_sight(pos, target_objs[strpos]:get_pos()) if not is_object_inside_view_radius then target_objs[strpos] = nil return end --minetest.debug("gdkjkdjgkjgdjkg") --minetest.debug("angle: " .. math.deg(vector.angle(vector.subtract(target_objs[strpos]:get_pos(), eye_pos), cur_ray_dir))) if vector.are_co_directional(vector.subtract(target_objs[strpos]:get_pos(), eye_pos), cur_ray_dir) then minetest.debug("Turret has targeted!") if state == "on" then minetest.debug("Turret is shooting!") turret.shoot(pos) end return true end end local rel_tpos = vector.subtract(target_objs[strpos]:get_pos(), eye_pos) local pivot_vec = vector.cross(rel_tpos, cur_ray_dir) local ang = vector.angle(cur_ray_dir, rel_tpos) local new_ray_dir if ang < math.rad(ANGLE_SPEED_DIRECT) then new_ray_dir = vector.normalize(rel_tpos) minetest.debug("ang: " .. ang) minetest.debug("tpos_dir: " .. minetest.pos_to_string(vector.normalize(rel_tpos))) minetest.debug("new_ray_dir: " .. minetest.pos_to_string(new_ray_dir)) minetest.debug("ANGLE: " .. vector.angle(rel_tpos, new_ray_dir)) else new_ray_dir = vector.rotate_around_axis(cur_ray_dir, pivot_vec, math.rad(ANGLE_SPEED_DIRECT)) end turret.delete_ray(pos) turret.spread_ray(eye_pos, vector.normalize(new_ray_dir)) end turret.release = function(pos) if target_objs[minetest.pos_to_string(pos)] then return end local u_dir_vec = turret.get_turret_unitdir(pos) local meta = minetest.get_meta(pos) local ray_seg_list = minetest.deserialize(meta:get_string("ray_segments_list")) local rel_ray_seg_dir = minetest.deserialize(meta:get_string("ray_dir")) local ang = vector.angle(rel_ray_seg_dir, u_dir_vec) local turn_step = (ang < math.rad(ANGLE_SPEED_RELEASE) and ang or math.rad(ANGLE_SPEED_RELEASE)) local pivot_vec = vector.cross(u_dir_vec, rel_ray_seg_dir) local new_rseg_dir = vector.rotate_around_axis(rel_ray_seg_dir, pivot_vec, turn_step) turret.delete_ray(pos) turret.spread_ray(pos, vector.normalize(new_rseg_dir)) rel_ray_seg_dir = minetest.deserialize(meta:get_string("ray_dir")) if vector.are_co_directional(rel_ray_seg_dir, u_dir_vec) then local node = minetest.get_node(pos) minetest.set_node(pos, {name=node.name:gsub("_on$", "_off"), param1=node.param1, param2=node.param2}) end end turret.shoot = function(pos) local node = minetest.get_node(pos) if turret.get_state(pos) ~= "on" then return end local ray_dir = minetest.deserialize(minetest.get_meta(pos):get_string("ray_dir")) local vel = vector.multiply(ray_dir, 10) local offset_horiz = {-0.2, 0.2} local offset_vert = {-0.1, 0, 0.4} local rand_offset = {x=offset_horiz[math.random(1, 2)], y=offset_vert[math.random(1, 2)]+0.175, z=0} local yaw = vector.angle({x=0, y=0, z=1}, turret.get_turret_unitdir(pos)) local res_pos = vector.add(pos, vector.rotate(rand_offset, {x=0, y=yaw, z=0})) local dart = minetest.add_entity(res_pos, "turret:fiery_dart") local rot = vector.dir_to_rotation(ray_dir) dart:set_rotation({x=rot.x, y=rot.y, z=0}) dart:set_velocity(vel) end