dofile(core.get_modpath("airutils") .. DIR_DELIM .. "lib_planes" .. DIR_DELIM .. "global_definitions.lua") local S = airutils.S local function lib_change_color(self, colstr) airutils.param_paint(self, colstr) end function airutils.get_staticdata(self) -- unloaded/unloads ... is now saved return core.serialize({ --stored_sound_handle = self.sound_handle, stored_energy = self._energy or 0, stored_owner = self.owner or "", stored_hp = self.hp_max or 10, stored_color = self._color or "#FFFFFF", stored_color_2 = self._color_2 or "#FFFFFF", stored_power_lever = self._power_lever or 0, stored_driver_name = self.driver_name or nil, stored_last_accell = self._last_accell or vector.new(), stored_inv_id = self._inv_id or nil, stored_flap = self._flap or false, stored_passengers = self._passengers or {}, stored_adf_destiny = self._adf_destiny or vector.new(), stored_skin = self._skin or "", stored_vehicle_custom_data = self._vehicle_custom_data or nil, stored_ship_name = self._ship_name or "", remove = self._remove or false, }) end function airutils.on_deactivate(self) airutils.save_inventory(self) local pos = self.object:get_pos() if airutils.debug_log then core.log("action","deactivating: "..self._vehicle_name.." from "..self.owner.." at position "..math.floor(pos.x)..","..math.floor(pos.y)..","..math.floor(pos.z)) end end function airutils.on_activate(self, staticdata, dtime_s) if not self.object then return end local pos = self.object:get_pos() airutils.actfunc(self, staticdata, dtime_s) self._flap = false if staticdata ~= "" and staticdata ~= nil then local data = core.deserialize(staticdata) or {} self._energy = data.stored_energy or 0 self.owner = data.stored_owner or "" self.hp_max = data.stored_hp or 10 self._color = data.stored_color or "#FFFFFF" self._color_2 = data.stored_color_2 or data.stored_color --if it has no color 2, now it have! self._power_lever = data.stored_power_lever or 0 self.driver_name = data.stored_driver_name or nil self._last_accell = data.stored_last_accell or vector.new() self._inv_id = data.stored_inv_id or nil if self._wing_angle_extra_flaps then self._flap = data.stored_flap or false end self._passengers = data.stored_passengers or {} self._adf_destiny = data.stored_adf_destiny or vector.new() self._skin = data.stored_skin or "" self._ship_name = data.stored_ship_name or "" self._remove = data.remove or false local custom_data = data.stored_vehicle_custom_data or nil if custom_data then self._vehicle_custom_data = custom_data else -- o macete aqui eh inicializar mesmo que não exista no escopo da entity self._vehicle_custom_data = {} --initialize it end --core.debug("loaded: ", self._energy) if self._engine_running then self._last_applied_power = -1 --signal to start end if self._remove == true then airutils.destroy_inventory(self) self.object:remove() return end end self._climb_rate = 0 self._yaw = 0 self._roll = 0 self._pitch = 0 if airutils.debug_log then core.log("action","activating: "..self._vehicle_name.." from "..self.owner.." at position "..math.floor(pos.x)..","..math.floor(pos.y)..","..math.floor(pos.z)) end if self._register_parts_method then self._register_parts_method(self) end airutils.param_paint(self, self._color, self._color_2) self.object:set_armor_groups({immortal=1}) local start_frame = 1 local end_frame = self._anim_frames if self._anim_start_frame then start_frame = self._anim_start_frame end_frame = self._anim_start_frame + self._anim_frames end self.object:set_animation({x = start_frame, y = end_frame}, 0, 0, true) if self.wheels then self.wheels:set_animation({x = 1, y = self._anim_frames}, 0, 0, true) end local inv = nil if self._inv_id then inv = core.get_inventory({type = "detached", name = self._inv_id}) end -- if the game was closed the inventories have to be made anew, instead of just reattached if not inv then airutils.create_inventory(self, self._trunk_slots) else self._inv = inv end --airutils.seats_create(self) self._passengers = {} if not self._vehicle_custom_data then self._vehicle_custom_data = {} end --initialize when it does not exists if self._flap then airutils.flap_on(self) end if self._vehicle_name then airutils.setText(self, self._vehicle_name) end self._change_color = lib_change_color --initialize array with seats airutils.seats_create(self) end function airutils.on_step(self,dtime,colinfo) self.dtime = math.min(dtime,0.2) self.colinfo = colinfo self.height = airutils.get_box_height(self) if not self.object then return end -- physics comes first local vel = self.object:get_velocity() local pos = self.object:get_pos() local props = self.object:get_properties() -- handle visibility on radar if (pos and pos.y < airutils.radarMinHeight and props.show_on_minimap) then props.show_on_minimap = false self.object:set_properties(props) end if (pos and pos.y >= airutils.radarMinHeight and not props.show_on_minimap) then props.show_on_minimap = true self.object:set_properties(props) end if self.isonground and props.show_on_minimap then props.show_on_minimap = false self.object:set_properties(props) end if colinfo then self.isonground = colinfo.touching_ground else if self.lastvelocity.y==0 and vel.y==0 then self.isonground = true else self.isonground = false end end if self.hp_max then if self.hp_max <= 0 then airutils.destroy(self) end end self:physics() if self.logic then self:logic() end self.lastvelocity = self.object:get_velocity() self.time_total=self.time_total+self.dtime end local function ground_pitch(self, longit_speed, curr_pitch) local newpitch = curr_pitch if self._last_longit_speed == nil then self._last_longit_speed = 0 end -- Estado atual do sistema if self._current_value == nil then self._current_value = 0 end -- Valor atual do sistema if self._last_error == nil then self._last_error = 0 end -- Último erro registrado -- adjust pitch at ground if math.abs(longit_speed) < self._tail_lift_max_speed then local speed_range = self._tail_lift_max_speed - self._tail_lift_min_speed local percentage = 1-((math.abs(longit_speed) - self._tail_lift_min_speed)/speed_range) if percentage > 1 then percentage = 1 end if percentage < 0 then percentage = 0 end local angle = self._tail_angle * percentage local rad_angle = math.rad(angle) if newpitch < rad_angle then newpitch = rad_angle end --ja aproveita o pitch atual se ja estiver cerrto --[[self._current_value = curr_pitch local kp = (longit_speed - self._tail_lift_min_speed)/10 local output, last_error = airutils.pid_controller(self._current_value, rad_angle, self._last_error, self.dtime, kp) self._last_error = last_error newpitch = output]]-- if newpitch > math.rad(self._tail_angle) then newpitch = math.rad(self._tail_angle) end --não queremos arrastar o cauda no chão end return newpitch end function airutils.logic(self) local velocity = self.object:get_velocity() local rem_obj = self.object:get_attach() local extern_ent = nil if rem_obj then extern_ent = rem_obj:get_luaentity() end local curr_pos = self.object:get_pos() self._curr_pos = curr_pos --shared self._last_accel = self.object:get_acceleration() self._last_time_command = self._last_time_command + self.dtime if self._last_time_command > 1 then self._last_time_command = 1 end local player = nil if self.driver_name then player = core.get_player_by_name(self.driver_name) end local co_pilot = nil if self.co_pilot and self._have_copilot then co_pilot = core.get_player_by_name(self.co_pilot) end --test collision airutils.testImpact(self, velocity, curr_pos) --if self._autoflymode == true then airutils.seats_update(self) end if player then local ctrl = player:get_player_control() --------------------- -- change the driver --------------------- if co_pilot and self._have_copilot and self._last_time_command >= 1 then if self._command_is_given == true then if ctrl.sneak or ctrl.jump or ctrl.up or ctrl.down or ctrl.right or ctrl.left then self._last_time_command = 0 --take the control airutils.transfer_control(self, false) end else if ctrl.sneak == true and ctrl.jump == true then self._last_time_command = 0 --trasnfer the control to student airutils.transfer_control(self, true) end end end ----------- --autopilot ----------- if self._instruction_mode == false and self._last_time_command >= 1 then if self._autopilot == true then if ctrl.sneak or ctrl.jump or ctrl.up or ctrl.down or ctrl.right or ctrl.left then self._last_time_command = 0 self._autopilot = false core.chat_send_player(self.driver_name,S(" >>> Autopilot deactivated")) end else if ctrl.sneak == true and ctrl.jump == true and self._have_auto_pilot then self._last_time_command = 0 self._autopilot = true self._auto_pilot_altitude = curr_pos.y core.chat_send_player(self.driver_name,core.colorize('#00ff00', S(" >>> Autopilot activated"))) if self.driver_name then core.sound_play("airutils_beep", { to_player = self.driver_name, gain = 1.0, fade = 0.0, pitch = 0.7, }, true) end end end end end if not self.object:get_acceleration() then return end local accel_y = self.object:get_acceleration().y local rotation = self.object:get_rotation() local yaw = rotation.y local newyaw=yaw local roll = rotation.z local newroll=roll newroll = math.floor(newroll/360) newroll = newroll * 360 local hull_direction = airutils.rot_to_dir(rotation) --core.yaw_to_dir(yaw) local nhdir = {x=hull_direction.z,y=0,z=-hull_direction.x} -- lateral unit vector local longit_speed = vector.dot(velocity,hull_direction) if extern_ent then if extern_ent.curr_speed then longit_speed = extern_ent.curr_speed end --core.chat_send_all(dump(longit_speed)) end self._longit_speed = longit_speed local longit_drag = vector.multiply(hull_direction,longit_speed* longit_speed*self._longit_drag_factor*-1*airutils.sign(longit_speed)) local later_speed = airutils.dot(velocity,nhdir) --core.chat_send_all('later_speed: '.. later_speed) local later_drag = vector.multiply(nhdir,later_speed*later_speed* self._later_drag_factor*-1*airutils.sign(later_speed)) local accel = vector.add(longit_drag,later_drag) local stop = false local is_flying = true if self.colinfo then is_flying = (not self.colinfo.touching_ground) and (self.isinliquid == false) else --special routine for automated plane if extern_ent then if not extern_ent.on_rightclick then local touch_point = (self.initial_properties.collisionbox[2])-0.5 local node_bellow = airutils.nodeatpos(airutils.pos_shift(curr_pos,{y=touch_point})) --core.chat_send_all(dump(node_bellow.drawtype)) if (node_bellow and node_bellow.drawtype ~= 'airlike') then is_flying = false end end end end --core.chat_send_all(dump(is_flying)) --if is_flying then core.chat_send_all('is flying') end local is_attached = airutils.checkAttach(self, player) if self._indicated_speed == nil then self._indicated_speed = 0 end -- for some engine error the player can be detached from the machine, so lets set him attached again airutils.checkattachBug(self) if self._custom_step_additional_function then self._custom_step_additional_function(self) end --fix old planes if not self._flap then self._flap = false end if not self._wing_configuration then self._wing_configuration = self._wing_angle_of_attack end if self._wing_configuration == self._wing_angle_of_attack and self._flap then airutils.flap_on(self) end if self._wing_configuration ~= self._wing_angle_of_attack and self._flap == false then airutils.flap_off(self) end --landing light if self._have_landing_lights then airutils.landing_lights_operate(self) end --smoke and fire if self._engine_running then local curr_health_percent = (self.hp_max * 100)/self._max_plane_hp if curr_health_percent < 20 then airutils.add_smoke_trail(self, 2) elseif curr_health_percent < 50 then airutils.add_smoke_trail(self, 1) end else if self._smoke_spawner and not self._smoke_semaphore then self._smoke_semaphore = 1 --to set it only one time core.after(5, function() if self._smoke_spawner then core.delete_particlespawner(self._smoke_spawner) self._smoke_spawner = nil self._smoke_semaphore = nil end end) end end --adjust elevator pitch (3d model) self.object:set_bone_position("elevator", self._elevator_pos, {x=-self._elevator_angle*2 - 90, y=0, z=0}) --adjust rudder self.object:set_bone_position("rudder", self._rudder_pos, {x=0,y=self._rudder_angle,z=0}) --adjust ailerons if self._aileron_r_pos and self._aileron_l_pos then local ailerons = self._rudder_angle if self._invert_ailerons then ailerons = ailerons * -1 end self.object:set_bone_position("aileron.r", self._aileron_r_pos, {x=-ailerons - 90,y=0,z=0}) self.object:set_bone_position("aileron.l", self._aileron_l_pos, {x=ailerons - 90,y=0,z=0}) end if (math.abs(velocity.x) < 0.1 and math.abs(velocity.z) < 0.1) and is_flying == false and is_attached == false and self._engine_running == false then if self._ground_friction then if not self.isinliquid then self.object:set_velocity({x=0,y=airutils.gravity*self.dtime,z=0}) end end return end --adjust climb indicator local y_velocity = 0 if self._engine_running or is_flying then y_velocity = velocity.y end local climb_rate = y_velocity if climb_rate > 5 then climb_rate = 5 end if climb_rate < -5 then climb_rate = -5 end -- pitch local newpitch = airutils.get_plane_pitch(y_velocity, longit_speed, self._min_speed, self._angle_of_attack) --for airplanes with cannard or pendulum wing local actuator_angle = self._elevator_angle if self._inverted_pitch_reaction then actuator_angle = -1*self._elevator_angle end --is an stall, force a recover if longit_speed < (self._min_speed+0.5) and climb_rate < -1.5 and is_flying then --[[ if player and self.driver_name then core.chat_send_player(self.driver_name,core.colorize('#ff0000', " >>> STALL")) end ]]-- self._elevator_angle = 0 self._angle_of_attack = -1 newpitch = math.rad(self._angle_of_attack) else --ajustar angulo de ataque if longit_speed > self._min_speed then local percentage = math.abs(((longit_speed * 100)/(self._min_speed + 5))/100) if percentage > 1.5 then percentage = 1.5 end self._angle_of_attack = self._wing_angle_of_attack - ((actuator_angle / self._elevator_response_attenuation)*percentage) --airutils.adjust_attack_angle_by_speed(angle_of_attack, min_angle, max_angle, limit, longit_speed, ideal_step, dtime) self._angle_of_attack = airutils.adjust_attack_angle_by_speed(self._angle_of_attack, self._min_attack_angle, self._max_attack_angle, 40, longit_speed, airutils.ideal_step, self.dtime) if self._angle_of_attack < self._min_attack_angle then self._angle_of_attack = self._min_attack_angle actuator_angle = actuator_angle - 0.2 end --limiting the negative angle]]-- --[[if self._angle_of_attack > self._max_attack_angle then self._angle_of_attack = self._max_attack_angle actuator_angle = actuator_angle + 0.2 end --limiting the very high climb angle due to strange behavior]]--]]-- if self._inverted_pitch_reaction then self._elevator_angle = -1*actuator_angle end --revert the reversion end end --core.chat_send_all(self._angle_of_attack) -- adjust pitch at ground if math.abs(longit_speed) > self._tail_lift_min_speed and is_flying == false then newpitch = ground_pitch(self, longit_speed, newpitch) else if math.abs(longit_speed) < self._tail_lift_min_speed then newpitch = math.rad(self._tail_angle) end end -- new yaw if math.abs(self._rudder_angle)>1.5 then local turn_rate = math.rad(self._yaw_turn_rate) local yaw_turn = self.dtime * math.rad(self._rudder_angle) * turn_rate * airutils.sign(longit_speed) * math.abs(longit_speed/2) newyaw = yaw + yaw_turn end --roll adjust --------------------------------- local delta = 0.002 if is_flying then local roll_reference = newyaw local sdir = core.yaw_to_dir(roll_reference) local snormal = {x=sdir.z,y=0,z=-sdir.x} -- rightside, dot is negative local prsr = airutils.dot(snormal,nhdir) local rollfactor = -90 local roll_rate = math.rad(10) newroll = (prsr*math.rad(rollfactor)) * (later_speed * roll_rate) * airutils.sign(longit_speed) --[[local rollRotation = -self._rudder_angle * 0.1 newroll = rollRotation]]-- --core.chat_send_all('newroll: '.. newroll) else delta = 0.2 if roll > 0 then newroll = roll - delta if newroll < 0 then newroll = 0 end end if roll < 0 then newroll = roll + delta if newroll > 0 then newroll = 0 end end end --------------------------------- -- end roll local pilot = player if self._have_copilot then if self._command_is_given and co_pilot then pilot = co_pilot else self._command_is_given = false end end ------------------------------------------------------ --accell calculation block ------------------------------------------------------ if is_attached or co_pilot then if self._autopilot ~= true then accel, stop = airutils.control(self, self.dtime, hull_direction, longit_speed, longit_drag, later_speed, later_drag, accel, pilot, is_flying) else accel = airutils.autopilot(self, self.dtime, hull_direction, longit_speed, accel, curr_pos) end end --end accell --get disconnected players if self._autoflymode ~= true then airutils.rescueConnectionFailedPassengers(self) end if accel == nil then accel = {x=0,y=0,z=0} end --lift calculation accel.y = accel_y --lets apply some bob in water if self.isinliquid then local bob = airutils.minmax(airutils.dot(accel,hull_direction),0.02) -- vertical bobbing if bob < 0 then bob = 0 end accel.y = accel.y + bob local max_pitch = 6 local ref_speed = longit_speed * 20 if ref_speed < 0 then ref_speed = 0 end local h_vel_compensation = ((ref_speed * 100)/max_pitch)/100 if h_vel_compensation < 0 then h_vel_compensation = 0 end if h_vel_compensation > max_pitch then h_vel_compensation = max_pitch end --core.chat_send_all(h_vel_compensation) newpitch = newpitch + (velocity.y * math.rad(max_pitch - h_vel_compensation)) if airutils.use_water_particles == true and airutils.add_splash and self._splash_x_position and self.buoyancy then local splash_frequency = 0.15 if self._last_splash == nil then self._last_splash = 0.5 else self._last_splash = self._last_splash + self.dtime end if longit_speed >= 2.0 and self._last_vel and self._last_splash >= splash_frequency then self._last_splash = 0 local splash_pos = vector.new(curr_pos) local bellow_position = self.initial_properties.collisionbox[2] local collision_height = self.initial_properties.collisionbox[5] - bellow_position splash_pos.y = splash_pos.y + (bellow_position + (collision_height * self.buoyancy)) - (collision_height/10) airutils.add_splash(splash_pos, newyaw, self._splash_x_position) end end end local new_accel = accel if longit_speed > self._min_speed*0.66 then --[[lets do something interesting: here I'll fake the longit speed effect for takeoff, to force the airplane to use more runway ]]-- local factorized_longit_speed = longit_speed if is_flying == false and airutils.quadBezier then local takeoff_speed = self._min_speed * 4 --so first I'll consider the takeoff speed 4x the minimal flight speed if longit_speed < takeoff_speed and longit_speed > self._min_speed then -- then if the airplane is above the mininam speed and bellow the take off local scale = (longit_speed*1)/takeoff_speed --get a scale of current longit speed relative to takeoff speed if scale == nil then scale = 0 end --lets avoid any nil factorized_longit_speed = airutils.quadBezier(scale, self._min_speed, longit_speed, longit_speed) --here the magic happens using a bezier curve --core.chat_send_all("factor: " .. factorized_longit_speed .. " - longit: " .. longit_speed .. " - scale: " .. scale) if factorized_longit_speed < 0 then factorized_longit_speed = 0 end --lets avoid negative numbers if factorized_longit_speed == nil then factorized_longit_speed = longit_speed end --and nil numbers end end local ceiling = 15000 new_accel = airutils.getLiftAccel(self, velocity, new_accel, factorized_longit_speed, roll, curr_pos, self._lift, ceiling, self._wing_span) end -- end lift --wind effects if longit_speed > 1.5 and airutils.wind then local wind = airutils.get_wind(curr_pos, 0.1) new_accel = vector.add(new_accel, wind) end if stop ~= true then --maybe == nil self._last_accell = new_accel self.object:move_to(curr_pos) --airutils.set_acceleration(self.object, new_accel) local limit = (self._max_speed/self.dtime) if new_accel.y > limit then new_accel.y = limit end --it isn't a rocket :/ else if stop == true then self._last_accell = vector.new() --self.object:get_acceleration() self.object:set_acceleration({x=0,y=0,z=0}) self.object:set_velocity({x=0,y=0,z=0}) end end if self.wheels then if is_flying == false then --isn't flying? --animate wheels local min_speed_animation = 0.1 if math.abs(velocity.x) > min_speed_animation or math.abs(velocity.z) > min_speed_animation then self.wheels:set_animation_frame_speed(longit_speed * 10) else if extern_ent then self.wheels:set_animation_frame_speed(longit_speed * 10) else self.wheels:set_animation_frame_speed(0) end end else --stop wheels self.wheels:set_animation_frame_speed(0) end end ------------------------------------------------------ -- end accell ------------------------------------------------------ ------------------------------------------------------ -- sound and animation ------------------------------------------------------ airutils.engine_set_sound_and_animation(self) ------------------------------------------------------ --self.object:get_luaentity() --hack way to fix jitter on climb --GAUGES --core.chat_send_all('rate '.. climb_rate) local climb_angle = airutils.get_gauge_angle(climb_rate) self._climb_rate = climb_rate local indicated_speed = longit_speed * 0.9 if indicated_speed < 0 then indicated_speed = 0 end self._indicated_speed = indicated_speed local speed_angle = airutils.get_gauge_angle(indicated_speed, -45) --adjust power indicator local power_indicator_angle = airutils.get_gauge_angle(self._power_lever/10) + 90 local fuel_in_percent = (self._energy * 1)/self._max_fuel local energy_indicator_angle = (180*fuel_in_percent)-180 --(airutils.get_gauge_angle((self._max_fuel - self._energy)*2)) - 90 if is_attached then if self._show_hud then airutils.update_hud(player, climb_angle, speed_angle, power_indicator_angle, energy_indicator_angle) else airutils.remove_hud(player) end end if is_flying == false then -- new yaw local turn_rate = math.rad(30) local yaw_turn = self.dtime * math.rad(self._rudder_angle) * turn_rate * airutils.sign(longit_speed) * math.abs(longit_speed/2) newyaw = yaw + yaw_turn end if player and self._use_camera_relocation then --core.chat_send_all(dump(newroll)) local new_eye_offset = airutils.camera_reposition(player, newpitch, newroll) player:set_eye_offset(new_eye_offset, {x = 0, y = 1, z = -30}) end --apply rotations self.object:set_rotation({x=newpitch,y=newyaw,z=newroll}) --end if (longit_speed / 2) > self._max_speed and self._flap == true then if is_attached and self.driver_name then core.chat_send_player(self.driver_name, core.colorize('#ff0000', S(" >>> Flaps retracted due for overspeed"))) end self._flap = false end -- calculate energy consumption -- airutils.consumptionCalc(self, accel) --saves last velocity for collision detection (abrupt stop) self._last_accel = new_accel self._last_vel = self.object:get_velocity() self._last_longit_speed = longit_speed self._yaw = newyaw self._roll = newroll self._pitch = newpitch end local function damage_vehicle(self, toolcaps, ttime, damage) damage = damage or 0 if (not toolcaps) then return end local value = toolcaps.damage_groups.fleshy or 0 if (toolcaps.damage_groups.vehicle) then value = toolcaps.damage_groups.vehicle end damage = damage + value / 10 self.hp_max = self.hp_max - damage if self.hp_max < 0 then self.hp_max = 0 end airutils.setText(self, self._vehicle_name) end function airutils.on_punch(self, puncher, ttime, toolcaps, dir, damage) local name = "" local ppos = {} if not puncher or not puncher:is_player() then return end if (puncher:is_player()) then name = puncher:get_player_name() ppos = puncher:get_pos() if (core.is_protected(ppos, name) and airutils.protect_in_areas) then return end end if self.hp_max <= 0 then airutils.destroy(self, name) return end if self._vehicle_name then airutils.setText(self, self._vehicle_name) end if (string.find(puncher:get_wielded_item():get_name(), "rayweapon") or toolcaps.damage_groups.vehicle) then damage_vehicle(self, toolcaps, ttime, damage) end local is_admin = core.check_player_privs(puncher, {server=true}) if self.owner == nil then self.owner = name end if self.owner and self.owner ~= name and self.owner ~= "" then if is_admin == false then return end end if is_admin == false and core.check_player_privs(puncher, {protection_bypass=false}) then if self.driver_name and self.driver_name ~= name then -- do not allow other players to remove the object while there is a driver return end end local is_attached = false local player_attach = puncher:get_attach() if player_attach then if player_attach ~= self.object then local slot_attach = player_attach:get_attach() if slot_attach == self.object then is_attached = true end else is_attached = true end end if puncher:get_attach() == self.object then is_attached = true end --if puncher:get_attach() == self.pilot_seat_base then is_attached = true end local itmstck=puncher:get_wielded_item() local item_name = "" if itmstck then item_name = itmstck:get_name() end if is_attached == false then if airutils.loadFuel(self, puncher:get_player_name()) then return end --repair if (item_name == "airutils:repair_tool") and self._engine_running == false then if self.hp_max < self._max_plane_hp then local inventory_item = "default:steel_ingot" local inv = puncher:get_inventory() if inv:contains_item("main", inventory_item) then local stack = ItemStack(inventory_item .. " 1") inv:remove_item("main", stack) self.hp_max = self.hp_max + 10 if self.hp_max > self._max_plane_hp then self.hp_max = self._max_plane_hp end airutils.setText(self, self._vehicle_name) else core.chat_send_player(puncher:get_player_name(), S("You need steel ingots in your inventory to perform this repair.")) end end return end -- deal with painting or destroying if itmstck then if airutils.set_param_paint(self, puncher, itmstck, 1) == false then if not self.driver and toolcaps and toolcaps.damage_groups and toolcaps.groupcaps and (toolcaps.groupcaps.choppy or toolcaps.groupcaps.axey_dig) and item_name ~= airutils.fuel then --airutils.hurt(self,toolcaps.damage_groups.fleshy - 1) --airutils.make_sound(self,'hit') damage_vehicle(self, toolcaps, ttime, damage) core.sound_play(self._collision_sound, { object = self.object, max_hear_distance = 5, gain = 1.0, fade = 0.0, pitch = 1.0, }) airutils.setText(self, self._vehicle_name) end end end if self.hp_max <= 0 then airutils.destroy(self, name) end else if self._custom_punch_when_attached then self._custom_punch_when_attached(self, puncher) end end end --returns the vehicle to inventory if it is registered as a tool local function get_vehicle(self, player) if not player then return false end local itmstck=player:get_wielded_item() local item_name = "" if itmstck then item_name = itmstck:get_name() end --remove if (item_name == "airutils:repair_tool") and self._engine_running == false then local lua_ent = self.object:get_luaentity() local staticdata = lua_ent:get_staticdata(self) local obj_name = lua_ent.name local pos = self.object:get_pos() local stack = ItemStack(obj_name) local tool = false if stack:get_stack_max() == 1 then tool = true end if tool == false then return false end local stack_meta = stack:get_meta() stack_meta:set_string("staticdata", staticdata) local inv = player:get_inventory() if inv then if inv:room_for_item("main", stack) then inv:add_item("main", stack) else core.add_item({x=pos.x+math.random()-0.5,y=pos.y,z=pos.z+math.random()-0.5}, stack) end else core.add_item({x=pos.x+math.random()-0.5,y=pos.y,z=pos.z+math.random()-0.5}, stack) end airutils.seats_destroy(self) local obj_children = self.object:get_children() for _, child in ipairs(obj_children) do child:remove() end airutils.destroy_inventory(self) self.object:remove() return true end return false end function airutils.on_rightclick(self, clicker) local message = "" if not clicker or not clicker:is_player() then return end local name = clicker:get_player_name() if self.owner == "" then self.owner = name end local copilot_name = nil if self.co_pilot and self._have_copilot then copilot_name = self.co_pilot end --core.chat_send_all(dump(self.driver_name)) local is_under_water = airutils.check_is_under_water(self.object) --core.chat_send_all('name '.. dump(name) .. ' - pilot: ' .. dump(self.driver_name) .. ' - pax: ' .. dump(copilot_name)) --========================= -- form to pilot --========================= local is_attached = false local seat = clicker:get_attach() if seat then local plane = seat:get_attach() if plane == self.object then is_attached = true end end if name == self.driver_name then if is_attached then local itmstck=clicker:get_wielded_item() local item_name = "" if itmstck then item_name = itmstck:get_name() end --adf program function if (item_name == "compassgps:cgpsmap_marked") then local meta = core.deserialize(itmstck:get_metadata()) if meta then self._adf_destiny = {x=meta["x"], z=meta["z"]} end else --formspec of the plane if not self._custom_pilot_formspec then airutils.pilot_formspec(name) else self._custom_pilot_formspec(name) end airutils.sit(clicker) end else self.driver_name = nil --error, so clean it end --========================= -- detach copilot --========================= elseif name == copilot_name then if self._command_is_given then --formspec of the plane if not self._custom_pilot_formspec then airutils.pilot_formspec(name) else self._custom_pilot_formspec(name) end else airutils.pax_formspec(name) end --========================= -- attach pilot --========================= elseif not self.driver_name and not self._autoflymode then if self.owner == name or core.check_player_privs(clicker, {protection_bypass=true}) then local itmstck=clicker:get_wielded_item() if itmstck then if airutils.set_param_paint(self, clicker, itmstck, 2) == true then return end if get_vehicle(self, clicker) then return end end if clicker:get_player_control().sneak == true then --lets see the inventory airutils.show_vehicle_trunk_formspec(self, clicker, self._trunk_slots) else if is_under_water then return end --remove the passengers first local max_seats = table.getn(self._seats) for i = max_seats,1,-1 do if self._passengers[i] and self._passengers[i] ~= "" then local passenger = core.get_player_by_name(self._passengers[i]) if passenger then airutils.dettach_pax(self, passenger) end end end --attach player --airutils.seat_create(self, 1) --airutils.seat_create(self, 2) if clicker:get_player_control().aux1 == true and max_seats > 1 then -- flight instructor mode self._instruction_mode = true self.co_pilot_seat_base = self._passengers_base[1] self.pilot_seat_base = self._passengers_base[2] else -- no driver => clicker is new driver self._instruction_mode = false self.co_pilot_seat_base = self._passengers_base[2] self.pilot_seat_base = self._passengers_base[1] end airutils.attach(self, clicker) self._command_is_given = false end else airutils.dettach_pax(self, clicker) core.chat_send_player(name, core.colorize('#ff0000', S(" >>> You aren't the owner of this "..self.infotext.."."))) end --========================= -- attach passenger --========================= elseif self.driver_name ~= nil or self._autoflymode == true then local d_name = self.driver_name if d_name == nil then d_name = "" end local player = core.get_player_by_name(d_name) if player or self._autoflymode == true then is_attached = airutils.check_passenger_is_attached(self, name) if is_attached then --remove pax airutils.pax_formspec(name) else --attach normal passenger airutils.attach_pax(self, clicker) end else core.chat_send_player(clicker:get_player_name(), message) end else core.chat_send_player(clicker:get_player_name(), message) end end