Mystic/mods/tools_and_machines/bvav/init.lua

129 lines
3.4 KiB
Lua

bvav_settings = {}
bvav_settings.attach_scaling = -30
bvav_settings.scaling = 0.667
math.randomseed( os.time() )
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}})
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)
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()})
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
minetest.register_chatcommand("bvav", {
params = "",
description = "Send text to chat",
func = function(name)
pos = minetest.get_player_by_name(name):getpos()
local parent = spawn_bvav_element(pos, {name="default:wood"})
local basepos = parent:getpos()
pos.y = pos.y + 1
local child = spawn_bvav_element(pos, {name="default:wood"})
child:get_luaentity().parent = parent
child:get_luaentity().relative = {x=(basepos.x - pos.x) * bvav_settings.attach_scaling,y=(basepos.y - pos.y) * bvav_settings.attach_scaling,z= (basepos.z - pos.z) * bvav_settings.attach_scaling}
end,
})
function bvav_create_vessel(pos)
local parent = spawn_bvav_element(pos, {name="default:wood"})
local basepos = parent:getpos()
local range = 2
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()
--build the air ship
for x = range*-1,range do
for y = range*-1,range do
for z = range*-1,range do
local node = vm:get_node_at({x=pos.x+x,y=pos.y+y,z=pos.z+z}).name
local child = spawn_bvav_element(pos, {name=node})
child:get_luaentity().parent = parent
child:get_luaentity().relative = {x=(basepos.x - pos.x) * bvav_settings.attach_scaling,y=(basepos.y - pos.y) * bvav_settings.attach_scaling,z= (basepos.z - pos.z) * bvav_settings.attach_scaling}
end
end
end
vm:set_data(data)
vm:calc_lighting()
vm:write_to_map()
vm:update_map()
end
minetest.register_node("bvav:control_node", {
description = "Control Node",
tiles = {"default_stone.png"},
groups = {cracky=3, stone=1},
on_rightclick = function(pos, node, player, itemstack, pointed_thing)
bvav_create_vessel(pos)
end,
})