reinstate bvav (buildable boats and vessels) into testing

master
jordan4ibanez 2016-02-22 21:12:35 -05:00
parent f49642cc75
commit b2f160ab5a
1 changed files with 189 additions and 0 deletions

View File

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--try to mimic node collision boxes by creating multiple entities attached in an entity with no collision box
bvav_settings = {}
bvav_settings.attach_scaling = 30
bvav_settings.scaling = 0.667
bvav_settings.ship_size = 5
function bvav_settings.set(list)
local set = {}
for _, l in ipairs(list) do set[l] = true end
return set
end
bvav_settings.node_table = bvav_settings.set{"default:wood","default:tree","default:glass","stairs:stair_wood"}
minetest.register_entity("bvav:bvav_element", {
initial_properties = {
physical = true,
collide_with_objects = true,
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
visual = "wielditem",
textures = {},
automatic_face_movement_dir = 0.0,
},
node = {},
set_node = function(self, node)
self.node = node
local prop = {
is_visible = true,
textures = {node.name},
}
self.object:set_properties(prop)
end,
get_staticdata = function(self)
return self.node.name
end,
on_activate = function(self, staticdata)
self.object:set_armor_groups({immortal=1})
if staticdata then
self:set_node({name=staticdata})
end
minetest.after(0,function()
if self.parent ~= nil and self.relative ~= nil then
self.object:set_attach(self.parent, "", {x=self.relative.x,y=self.relative.y,z=self.relative.z}, {x=0,y=0,z=0})
self.object:set_properties({visual_size = {x=bvav_settings.scaling*3, y=bvav_settings.scaling*3}})
--self.object:set_properties({})
else
--this fixes issues with scaling
self.object:set_properties({visual_size = {x=bvav_settings.scaling, y=bvav_settings.scaling}})
end
end)
end,
-- maybe have cannons, anchors, trolling lines, etc
on_step = function(self, dtime)
--remove old vessels for now
if self.controller == nil and self.parent == nil then
self.object:remove()
end
if self.parent ~= nil then
else
--self.object:setvelocity({x=math.random(-1,1)*math.random(),y=0,z=math.random(-1,1)*math.random()})
--let player control vessel
if self.controller then
if minetest.get_player_by_name(self.controller):get_attach() ~= nil then
local control = minetest.get_player_by_name(self.controller):get_player_control()
if control.jump == true or control.sneak == true or control.up == true then
local vel = {}
if control.jump == true then
vel.y = 3
elseif control.sneak == true then
vel.y = -3
else
vel.y = 0
end
if control.up == true then
local dir = minetest.get_player_by_name(self.controller):get_look_dir()
vel.x = dir.x * 2
vel.z = dir.z * 2
else
vel.x = 0
vel.z = 0
end
self.object:setvelocity(vel)
end
else
self.object:setvelocity({x=0,y=0,z=0})
end
end
end
end,
on_rightclick = function(self, clicker)
if clicker:get_player_name() == self.controller then
clicker:set_detach()
end
end,
--
})
function spawn_bvav_element(p, node)
local obj = core.add_entity(p, "bvav:bvav_element")
obj:get_luaentity():set_node(node)
return obj
end
function bvav_create_vessel(pos,param2)
local parent = spawn_bvav_element(pos, {name="bvav:control_node"})
local basepos = parent:getpos()
local range = bvav_settings.ship_size
local min = {x=pos.x-range,y=pos.y-range,z=pos.z-range}
local max = {x=pos.x+range,y=pos.y+range,z=pos.z+range}
local vm = minetest.get_voxel_manip()
local emin, emax = vm:read_from_map(min,max)
local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax}
local data = vm:get_data()
local air = minetest.get_content_id("air")
--build the vessel
for x = range*-1,range do
for y = range*-1,range do
for z = range*-1,range do
local pos = {x=basepos.x+x,y=basepos.y+y,z=basepos.z+z}
--entities for the vessel
local node = vm:get_node_at(pos).name
local param2 = vm:get_node_at(pos).param2
if bvav_settings.node_table[node] then
local child = spawn_bvav_element(pos, {name=node})
child:get_luaentity().parent = parent
if param2 then
child:get_luaentity().param2 = param2
end
if param2 == 0 then
child:get_luaentity().relative = {x=z * bvav_settings.attach_scaling,y=y * bvav_settings.attach_scaling,z=x * bvav_settings.attach_scaling}
elseif param2 == 1 then
child:get_luaentity().relative = {x=x * bvav_settings.attach_scaling,y=y * bvav_settings.attach_scaling,z=z * bvav_settings.attach_scaling}
elseif param2 == 2 then
child:get_luaentity().relative = {x=z * bvav_settings.attach_scaling*-1,y=y * bvav_settings.attach_scaling,z=x * bvav_settings.attach_scaling}
elseif param2 == 3 then
child:get_luaentity().relative = {x=x * bvav_settings.attach_scaling*-1,y=y * bvav_settings.attach_scaling,z=z * bvav_settings.attach_scaling}
end
end
--delete the nodes added to the vessel
local p_pos = area:index(pos.x, pos.y, pos.z)
data[p_pos] = air
end
end
end
vm:set_data(data)
vm:calc_lighting()
vm:write_to_map()
vm:update_map()
return(parent)
end
minetest.register_node("bvav:control_node", {
description = "Control Node",
tiles = {"default_stone.png"},
groups = {cracky=3, stone=1},
paramtype2 = "facedir",
on_rightclick = function(pos, node, player, itemstack, pointed_thing)
print(node.param2)
local vessel = bvav_create_vessel(pos,node.param2)
player:set_attach(vessel, "", {x=0,y=0,z=0}, {x=0,y=0,z=0})
vessel:get_luaentity().controller = player:get_player_name()
end,
})