turret/init.lua

214 lines
9.9 KiB
Lua

turret = {}
local modpath = minetest.get_modpath("turret")
dofile(modpath .. "/functions.lua")
minetest.register_entity("turret:ray", {
visual = "mesh",
visual_size = {x=5, y=5, z=5},
mesh = "ray_segment.b3d",
textures = {"turret_ray.png"},
collisionbox = {0, 0, 0, 0, 0, 0},
glow = 10
})
minetest.register_node("turret:turret", {
description = "Turret",
drawtype = "mesh",
mesh = "turret2.b3d",
tiles = {"turret.png"},
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
collision_box = {
type = "fixed",
fixed = {-0.4, -0.5, -0.4, 0.4, 0.5, 0.4}
},
selection_box = {
type = "fixed",
fixed = {-0.4, -0.5, -0.4, 0.4, 0.5, 0.4}
},
groups = {cracky=2},
sounds = default.node_sound_metal_defaults(),
on_construct = function(pos)
--[[local node = minetest.get_node(pos)
local unit_dir = vector.rotate(minetest.facedir_to_dir(node.param2), {x=0, y=math.rad(180), z=0})]]
--[[turret.spread_ray(pos, unit_dir, {x=0, y=1, z=0})
local random_pos = {x=0, y=-2.0, z=13.4}
minetest.debug("angle_to_target: " .. math.deg(vector.angle(unit_dir, random_pos)))
local axis = vector.rotate(unit_dir, {x=0, y=math.pi/2, z=0})
minetest.debug("angle: " .. math.deg(vector.angle(unit_dir, axis)))]]
--turret.spread_ray(pos, unit_dir, axis, math.rad(-45))--math.asin(vector.length(axis)/(vector.length(unit_dir)*vector.length(random_pos))))
--[[local found_objs = minetest.get_objects_inside_radius(pos, 20)
local nearby_players = {}
if found_objs then
for _, obj in ipairs(found_objs) do
if obj:is_player() then
nearby_players[#nearby_players+1] = obj
end
end
if #nearby_players ~= 0 then
local random_tplayer = nearby_players[math.random(1, #nearby_players)]
local rel_pos = vector.subtract(random_tplayer:get_pos(), pos)
local axis = vector.cross(rel_pos, unit_dir)
local new_unit_dir = vector.rotate_around_axis(unit_dir, axis, vector.angle(unit_dir, rel_pos))
local ray_segments_list = {}
local ray_seg = minetest.add_entity(pos, "turret:ray")
ray_seg:set_properties({textures = {"turret_ray_seg.png"}})]]
--[[local target_unit_dir_yaw = minetest.dir_to_yaw(new_unit_dir)
--new_unit_dir = vector.rotate(new_unit_dir, {x=0, y=1, z=0}, -target_unit_dir_yaw)
minetest.debug("length1: " .. vector.length({x=new_unit_dir.x, y=0, z=new_unit_dir.z}))
minetest.debug("length2: " .. vector.length({x=new_unit_dir.x, y=new_unit_dir.y, z=0}))
local pitch = math.acos(vector.length({x=new_unit_dir.x, y=0, z=new_unit_dir.z})/vector.length({x=new_unit_dir.x, y=new_unit_dir.y, z=new_unit_dir.z}))
minetest.debug("pitch: " .. pitch)]]
--new_unit_dir = vector.rotate(new_unit_dir, {x=0, y=1, z=0}, target_unit_dir_yaw)
--ray_seg:set_rotation({x=pitch, y=target_unit_dir_yaw, z=0})
--ray_seg:set_rotation({x=new_dir_rot.x, y=new_dir_rot.y+math.pi/2, z=new_dir_rot.z})
--[[ray_segments_list[#ray_segments_list+1] = pos
local ray_seg2 = minetest.add_entity(pos, "turret:ray")
ray_seg2:set_properties({textures = {"turret_ray_seg.png"}})
--ray_seg2:set_rotation({x=pitch, y=target_unit_dir_yaw+math.pi/2, z=0})
--ray_seg2:set_rotation({x=new_dir_rot.x, y=new_dir_rot.y+math.pi/2, z=new_dir_rot.z+math.pi/2})
ray_segments_list[#ray_segments_list+1] = pos
local new_dir_rot = vector.dir_to_rotation(new_unit_dir, axis)
if vector.angle(unit_dir, {x=0, y=0, z=1}) == 0 or vector.angle(unit_dir, {x=0, y=0, z=1}) == math.pi then
ray_seg:set_yaw(math.pi/2)
ray_seg2:set_yaw(math.pi/2)
end
local ray_cur_rot = ray_seg:get_rotation()
local ray2_cur_rot = ray_seg2:get_rotation()
ray_seg:set_rotation(vector.add(ray_cur_rot, new_dir_rot))
ray_seg2:set_rotation(vector.add(ray2_cur_rot, new_dir_rot))
local counter = 1
local next_pos = vector.add(pos, new_unit_dir)
local node = minetest.get_node(next_pos)
while node.name == "air" do
local next_obj = minetest.add_entity(next_pos, "turret:ray")
--next_obj:set_yaw(minetest.dir_to_yaw(unit_dir)+math.pi/2)
--next_obj:set_rotation({x=pitch, y=target_unit_dir_yaw, z=0})
--next_obj:set_rotation(new_dir_rot)
ray_segments_list[#ray_segments_list+1] = next_pos
local next_obj2 = minetest.add_entity(next_pos, "turret:ray")
--next_obj2:set_rotation({x=pitch, y=target_unit_dir_yaw+math.pi/2, z=0})
--next_obj2:set_rotation({x=new_dir_rot.x, y=new_dir_rot.y, z=new_dir_rot.z+math.pi/2})
ray_segments_list[#ray_segments_list+1] = next_pos
if vector.angle(unit_dir, {x=0, y=0, z=1}) == 0 or vector.angle(unit_dir, {x=0, y=0, z=1}) == math.pi then
next_obj:set_yaw(math.pi/2)
next_obj2:set_rotation({x=0, y=math.pi/2, z=math.pi/2})
end
local nobj_cur_rot = next_obj:get_rotation()
local nobj2_cur_rot = next_obj2:get_rotation()
next_obj:set_rotation(vector.add(nobj_cur_rot, new_dir_rot))
next_obj2:set_rotation(vector.add(nobj2_cur_rot, new_dir_rot))
counter = counter + 1
next_pos = vector.add(pos, vector.multiply(new_unit_dir, counter))
node = minetest.get_node(next_pos)
end
local meta = minetest.get_meta(pos)
meta:set_string("ray_segments_list", minetest.serialize(ray_segments_list))
end
end]]
--[[local meta = minetest.get_meta(pos)
meta:set_string("ray_segments_list", minetest.serialize(ray_segments_list))
local axis = vector.rotate(unit_dir, {x=0, y=math.pi/2, z=0})
local new_unit_dir = vector.rotate_around_axis(unit_dir, axis, math.rad(-45))
local ray_segments_list = {}
local ray_seg = minetest.add_entity(pos, "turret:ray")
ray_seg:set_properties({textures = {"turret_ray_seg.png"}})
--ray_seg:set_yaw(minetest.dir_to_yaw(unit_dir)+math.pi/2)
ray_seg:set_rotation({x=0, y=minetest.dir_to_yaw(unit_dir)+math.pi/2, z=math.rad(-45)})
ray_segments_list[#ray_segments_list+1] = pos
local counter = 1
local next_pos = vector.add(pos, new_unit_dir)
local node = minetest.get_node(next_pos)
while node.name == "air" do
local next_obj = minetest.add_entity(next_pos, "turret:ray")
--next_obj:set_yaw(minetest.dir_to_yaw(unit_dir)+math.pi/2)
next_obj:set_rotation({x=0, y=minetest.dir_to_yaw(unit_dir)+math.pi/2, z=math.rad(-45)})
ray_segments_list[#ray_segments_list+1] = next_pos
counter = counter + 1
next_pos = vector.add(pos, vector.multiply(new_unit_dir, counter))
node = minetest.get_node(next_pos)
end
local meta = minetest.get_meta(pos)
meta:set_string("ray_segments_list", minetest.serialize(ray_segments_list))]]
--[[local timer = minetest.get_node_timer(pos)
timer:start(1)]]
--[[local found_objs = minetest.get_objects_inside_radius(pos, 20)
local nearby_players = {}
if found_objs then
for _, obj in ipairs(found_objs) do
if obj:is_player() then
nearby_players[#nearby_players+1] = obj
end
end
local random_player = nearby_players[math.random(1, #nearby_players)]
turret.spread_ray(pos, turret.get_turret_unitdir(pos), random_player:get_pos())
end]]
turret.spread_ray(pos, turret.get_turret_unitdir(pos))
local timer = minetest.get_node_timer(pos)
timer:start(0.05)
end,
on_destruct = function(pos)
turret.delete_ray(pos)
end,
on_timer = function(pos, elapsed)
local ray_dir = minetest.deserialize(minetest.get_meta(pos):get_string("ray_dir"))
--minetest.debug("target_objs[pos]: " .. tostring(target_objs[pos]))
--minetest.debug("angle: " .. math.deg(vector.angle(turret.get_turret_unitdir(pos), ray_dir)))
local dir = turret.get_turret_unitdir(pos)
dir.y = dir.y + 0.175
if not target_objs[pos] and not vector.are_co_directional(dir, ray_dir) then
--minetest.debug("turret.release():Returning to the original orientation...")
turret.release(pos)
end
turret.direct_ray_to_entity(pos)
return true
end
})