Attrito pt. 1

master
_Zaizen_ 2020-08-07 15:16:48 +02:00
parent 39ff103f82
commit 60a1742589
4 changed files with 113 additions and 59 deletions

View File

@ -45,16 +45,18 @@ function quake.register_bullet(name, def)
-- nella creazione del proiettile e lo usa alla distruzione. Comodo perchè così è astratta anche quella
function bulletentity:_destroy()
if self.initial_properties.def.on_destroy then
self.initial_properties.def.on_destroy(self)
spawn_particles_sphere(self.object:get_pos(), self.initial_properties.explosion_texture)
if self.initial_properties.on_destroy then
self.initial_properties.on_destroy(self)
end
-- spawna le particelle
spawn_particles_sphere(self.object:get_pos(), self.initial_properties.explosion_texture)
self.object:remove()
end
function bulletentity:get_staticdata(self)
if self == nil or self.p_name == nil then return end
return self.p_name
@ -196,7 +198,7 @@ end
--aggiunge le particelle dell'esplosione
function spawn_particles_sphere(pos, particle_texture)
if not pos then return end
minetest.add_particlespawner({
amount = 80,
time = .1,

View File

@ -19,7 +19,7 @@ quake.register_grenade("quake:grenade", {
textures = {"quake_bullet_rocket.png"},
collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
explosion_range = 4,
duration = 2,
duration = 1.5,
gravity = true,
on_destroy = quake.grenade_explode,
particle = {

View File

@ -102,14 +102,17 @@ function grenade_set_entity(name, def)
function grenade_entity:_destroy()
spawn_particles_sphere(self.object:get_pos(), self.initial_properties.explosion_texture)
if self.initial_properties.on_destroy then
self.initial_properties.on_destroy(self)
self.initial_properties.on_destroy(self)
end
-- spawna le particelle
spawn_particles_sphere(self.object:get_pos(), self.initial_properties.explosion_texture)
self.object:remove()
end
function grenade_entity:get_staticdata(self)
@ -128,7 +131,7 @@ function grenade_set_entity(name, def)
if staticdata ~= "" and staticdata ~= nil then
self.p_name = staticdata -- nome utente come staticdata
self.lifetime = 0
self.sliding = 1
self.sliding = 0
self.particle = 0
self.object:set_armor_groups({immortal = 1})
else
@ -146,19 +149,33 @@ function grenade_set_entity(name, def)
local velocity = obj:get_velocity()
local pos = obj:getpos()
if moveresult.collides and moveresult.collisions[1] and vector.distance(moveresult.collisions[1].old_velocity, velocity) > 4 then
--print("collido")
velocity[moveresult.collisions[1].axis] = moveresult.collisions[1].old_velocity[moveresult.collisions[1].axis] * -0.5 -- Invert velocity and reduce it a bit
obj:set_velocity(velocity)
--print(velocity.y)
end
if moveresult.collides and moveresult.collisions[1] and not vector.equals(moveresult.collisions[1].old_velocity, velocity) and vector.distance(moveresult.collisions[1].old_velocity, velocity) > 4 then
if math.abs(moveresult.collisions[1].old_velocity.x - velocity.x) > 5 then -- Check for a large reduction in velocity
velocity.x = moveresult.collisions[1].old_velocity.x * -0.5 -- Invert velocity and reduce it a bit
end
if math.abs(moveresult.collisions[1].old_velocity.y - velocity.y) > 5 then -- Check for a large reduction in velocity
velocity.y = moveresult.collisions[1].old_velocity.y * -0.3 -- Invert velocity and reduce it a bit
end
if self.sliding == 1 and velocity.y == 0 then -- Check if grenade is sliding
self.sliding = 2 -- Multiplies drag by 2
elseif self.sliding > 1 and velocity.y ~= 0 then
self.sliding = 1 -- Doesn't affect drag
if math.abs(moveresult.collisions[1].old_velocity.z - velocity.z) > 5 then -- Check for a large reduction in velocity
velocity.z = moveresult.collisions[1].old_velocity.z * -0.5 -- Invert velocity and reduce it a bit
end
obj:set_velocity(velocity)
end
--[[
print("#########################")
print(dump(velocity))
print("#########################")
]]
if self.sliding == 0 and velocity.y == 0 then -- Check if grenade is sliding
self.sliding = 1 -- Multiplies drag by 2
elseif self.sliding > 0 and velocity.y ~= 0 then
self.sliding = 0 -- Doesn't affect drag
end
if self.sliding > 1 then -- Is the grenade sliding?
@ -166,25 +183,44 @@ function grenade_set_entity(name, def)
obj:set_velocity(vector.new(0, -9.8, 0)) -- Make sure it stays unmoving
obj:set_acceleration(vector.new())
end
else
local norm_velocity = vector.normalize(velocity)
end
--else
local direction = vector.normalize(velocity)
local node = minetest.get_node(pos)
local speed = vector.length(velocity)
local drag = math.max(minetest.registered_nodes[node.name].liquid_viscosity, 0.1)
local yaw = minetest.dir_to_yaw(norm_velocity)
local drag = math.max(minetest.registered_nodes[node.name].liquid_viscosity, 0.1) * self.sliding
local yaw = minetest.dir_to_yaw(direction)
local speed = vector.length(velocity)
local pitch = math.acos(velocity.y/speed) - math.pi/3
obj:set_rotation({x = 0, y = yaw + math.pi/2, z = pitch})
--print(drag)
local acceleration = vector.multiply(velocity, -drag)
--local acceleration = vector.multiply(direction, -drag)
--print(acceleration.y)
acceleration.x = acceleration.x * (self.sliding * 5 * 2 + 1)
acceleration.y = acceleration.y - 10 * ((7 - drag) / 7)
acceleration.z = acceleration.z * (self.sliding * 5 * 2 + 1)
--[[
print("XXXXXXXXXXXXXXXXXXXXXXXXXXXX")
print(acceleration.x * (self.sliding * 5 * 2 + 1))
print(-direction.x * 13 * (self.sliding + 1))
print("XXXXXXXXXXXXXXXXXXXXXXXXXXXX")
print("ZZZZZZZZZZZZZZZZZZZZZZZZZZZZ")
print(acceleration.z * (self.sliding * 5 * 2 + 1))
print(-direction.z * 13 * (self.sliding + 1))
print("ZZZZZZZZZZZZZZZZZZZZZZZZZZZZ")
]]
obj:set_acceleration(acceleration)
--[[
obj:set_acceleration({
x = -norm_velocity.x * (self.initial_properties.throw_speed/2) * self.sliding,
x = -direction.x * (self.initial_properties.throw_speed/2) * self.sliding,
y = -9.8 * drag,
z = -norm_velocity.z * (self.initial_properties.throw_speed/2) * self.sliding,
z = -direction.z * (self.initial_properties.throw_speed/2) * self.sliding,
})
]]
@ -192,13 +228,13 @@ function grenade_set_entity(name, def)
--[[
local norm_velocity = vector.normalize(velocity)
local direction = vector.normalize(velocity)
obj:set_acceleration({
x = -norm_velocity.x * self.initial_properties.acceleration * self.sliding,
x = -direction.x * self.initial_properties.acceleration * self.sliding,
y = -9.8,
z = -norm_velocity.z * self.initial_properties.acceleration * self.sliding,
z = -direction.z * self.initial_properties.acceleration * self.sliding,
})]]
end
--end
if self.initial_properties.particle and self.particle >= 4 then
self.particle = 0
@ -258,7 +294,7 @@ end
--aggiunge le particelle dell'esplosione
function spawn_particles_sphere(pos, particle_texture)
if not pos then return end
minetest.add_particlespawner({
amount = 80,
time = .1,

View File

@ -2,8 +2,8 @@ quake.explode = function(self)
local explosion_range = self.initial_properties.explosion_range
local explosion_damage = self.initial_properties.explosion_damage
local origin = self.object:get_pos()
local objs = minetest:get_objects_inside_radius(origin, explosion_range)
local objs = minetest.env:get_objects_inside_radius(origin, explosion_range)
local entities = {}
-- se ho colpito qualcosa
if objs then
for _, obj in ipairs(objs) do
@ -24,21 +24,27 @@ quake.explode = function(self)
quake.shoot(self.p_name, obj, (damage/5), false)
end
end
--[[
elseif obj:get_luaentity() then
local entity = obj:get_luaentity()
if entity.initial_properties ~= nil then
if entity.initial_properties.is_bullet or entity.initial_properties.is_grenade then
--distrugge sia il proiettile con cui collide che se stesso
entity:_destroy()
return
end
end
end
]]
elseif obj ~= self.object and obj:get_luaentity() then
local entity = obj:get_luaentity()
table.insert(entities, entity)
end
end
end
if #entities == 0 then return end
self.object:remove()
for _,entity in pairs(entities) do
if entity.initial_properties ~= nil then
if entity.initial_properties.is_bullet or entity.initial_properties.is_grenade then
--distrugge sia il proiettile con cui collide che se stesso
entity:_destroy()
--return true --perchè ho attivato un'altra entità che esploda
end
end
end
--return false --non ho attivato un'altra entità
end
@ -46,9 +52,13 @@ quake.grenade_explode = function(self)
local explosion_range = self.initial_properties.explosion_range
local explosion_damage = self.initial_properties.explosion_damage
local origin = self.object:get_pos()
if origin.x == nil or origin.y == nil or origin.z == nil then return end
local objs = minetest:get_objects_inside_radius(origin, explosion_range)
if origin == nil then return end
if origin.x == nil or origin.y == nil or origin.z == nil then return end
local objs = minetest.env:get_objects_inside_radius(origin, explosion_range)
local entities = {}
-- se ho colpito qualcosa
if objs then
for _, obj in ipairs(objs) do
@ -65,19 +75,25 @@ quake.grenade_explode = function(self)
quake.shoot(self.p_name, obj, damage, false)
end
--[[
elseif obj:get_luaentity() then
local entity = obj:get_luaentity()
if entity.initial_properties ~= nil then
if entity.initial_properties.is_bullet or entity.initial_properties.is_grenade then
--distrugge sia il proiettile con cui collide che se stesso
entity:_destroy()
return
end
end
end
]]
end
elseif obj ~= self.object and obj:get_luaentity() then
local entity = obj:get_luaentity()
table.insert(entities, entity)
end
end
end
if #entities == 0 then return end
self.object:remove()
for _,entity in pairs(entities) do
if entity.initial_properties ~= nil then
if entity.initial_properties.is_bullet or entity.initial_properties.is_grenade then
--distrugge sia il proiettile con cui collide che se stesso
entity:_destroy()
--return true --perchè ho attivato un'altra entità che esploda
end
end
end
--return false --non ho attivato un'altra entità
end