turret/functions.lua

207 lines
7.7 KiB
Lua

-- 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