ap_airship/utilities.lua
Alexsandro Percy 146aca5195 first
2023-02-27 19:54:38 -03:00

419 lines
13 KiB
Lua
Executable file

function ap_airship.testDamage(self, velocity, position)
if self._last_accell == nil then return end
local p = position --self.object:get_pos()
local collision = false
local low_node_pos = -2.5
if self._last_vel == nil then return end
--lets calculate the vertical speed, to avoid the bug on colliding on floor with hard lag
if math.abs(velocity.y - self._last_vel.y) > 2 then
local noded = airutils.nodeatpos(airutils.pos_shift(p,{y=low_node_pos}))
if (noded and noded.drawtype ~= 'airlike') then
collision = true
else
self.object:set_velocity(self._last_vel)
--self.object:set_acceleration(self._last_accell)
self.object:set_velocity(vector.add(velocity, vector.multiply(self._last_accell, self.dtime/8)))
end
end
local impact = math.abs(ap_airship.get_hipotenuse_value(velocity, self._last_vel))
if impact > 2 then
if self.colinfo then
collision = self.colinfo.collides
--minetest.chat_send_all(impact)
end
end
if collision then
--self.object:set_velocity({x=0,y=0,z=0})
local damage = impact -- / 2
minetest.sound_play("ap_airship_collision", {
--to_player = self.driver_name,
object = self.object,
max_hear_distance = 15,
gain = 1.0,
fade = 0.0,
pitch = 1.0,
}, true)
if damage > 5 then
self._power_lever = 0
end
if self.driver_name then
local player_name = self.driver_name
local player = minetest.get_player_by_name(player_name)
if player then
if player:get_hp() > 0 then
player:set_hp(player:get_hp()-(damage/2))
end
end
if self._passenger ~= nil then
local passenger = minetest.get_player_by_name(self._passenger)
if passenger then
if passenger:get_hp() > 0 then
passenger:set_hp(passenger:get_hp()-(damage/2))
end
end
end
end
end
end
local function do_attach(self, player, slot)
if slot == 0 then return end
if self._passengers[slot] == nil then
local name = player:get_player_name()
--minetest.chat_send_all(self.driver_name)
self._passengers[slot] = name
player:set_attach(self._passengers_base[slot], "", {x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
player_api.player_attached[name] = true
end
end
function ap_airship.check_passenger_is_attached(self, name)
local is_attached = false
if is_attached == false then
for i = 5,1,-1
do
if self._passengers[i] == name then
is_attached = true
break
end
end
end
return is_attached
end
--this method checks each 1 second for a disconected player who comes back
function ap_airship.rescueConnectionFailedPassengers(self)
self._disconnection_check_time = self._disconnection_check_time + self.dtime
if self._disconnection_check_time > 1 then
--minetest.chat_send_all(dump(self._passengers))
self._disconnection_check_time = 0
for i = 5,1,-1
do
if self._passengers[i] then
local player = minetest.get_player_by_name(self._passengers[i])
if player then --we have a player!
if player_api.player_attached[self._passengers[i]] == nil then --but isn't attached?
--minetest.chat_send_all("okay")
if player:get_hp() > 0 then
self._passengers[i] = nil --clear the slot first
do_attach(self, player, i) --attach
else
--ap_airship.dettachPlayer(self, player)
end
end
end
end
end
end
end
-- attach passenger
function ap_airship.attach_pax(self, player, slot)
slot = slot or 0
--verify if is locked to non-owners
if self._passengers_locked == true then
local name = player:get_player_name()
local can_bypass = minetest.check_player_privs(player, {protection_bypass=true})
local is_shared = false
if name == self.owner or can_bypass then is_shared = true end
for k, v in pairs(self._shared_owners) do
if v == name then
is_shared = true
break
end
end
if is_shared == false then
minetest.chat_send_player(name,core.colorize('#ff0000', " >>> This airship is currently locked for non-owners"))
return
end
end
if slot > 0 then
do_attach(self, player, slot)
return
end
--minetest.chat_send_all(dump(self._passengers))
--now yes, lets attach the player
--randomize the seat
local t = {1,2,3,4,5}
for i = 1, #t*2 do
local a = math.random(#t)
local b = math.random(#t)
t[a],t[b] = t[b],t[a]
end
--minetest.chat_send_all(dump(t))
local i=0
for k,v in ipairs(t) do
i = t[k]
if self._passengers[i] == nil then
do_attach(self, player, i)
break
end
end
end
function ap_airship.dettach_pax(self, player, side)
side = side or "r"
if player then
local name = player:get_player_name() --self._passenger
ap_airship.remove_hud(player)
-- passenger clicked the object => driver gets off the vehicle
for i = 5,1,-1
do
if self._passengers[i] == name then
self._passengers[i] = nil
self._passengers_base_pos[i] = ap_airship.copy_vector(ap_airship.passenger_pos[i])
--break
end
end
-- detach the player
player:set_detach()
player_api.player_attached[name] = nil
player_api.set_animation(player, "stand")
-- move player down
minetest.after(0.1, function(pos)
local rotation = self.object:get_rotation()
local direction = rotation.y
if side == "l" then
direction = direction - math.rad(180)
end
local move = 5
pos.x = pos.x + move * math.cos(direction)
pos.z = pos.z + move * math.sin(direction)
if self.isinliquid then
pos.y = pos.y + 1
else
pos.y = pos.y - 2.5
end
player:set_pos(pos)
end, player:get_pos())
end
end
function ap_airship.textures_copy()
local tablecopy = {}
for k, v in pairs(ap_airship.textures) do
tablecopy[k] = v
end
return tablecopy
end
local function paint(self)
local l_textures = ap_airship.textures_copy()
for _, texture in ipairs(l_textures) do
local indx = texture:find('wool_blue.png')
if indx then
l_textures[_] = "wool_".. self.color..".png"
end
indx = texture:find('wool_yellow.png')
if indx then
l_textures[_] = "wool_".. self.color2..".png"
end
indx = texture:find('ap_airship_alpha_logo.png')
if indx then
l_textures[_] = self.logo
end
end
self.object:set_properties({textures=l_textures})
end
function ap_airship.set_logo(self, texture_name)
if texture_name == "" or texture_name == nil then
self.logo = "ap_airship_alpha_logo.png"
elseif texture_name then
self.logo = texture_name
end
paint(self)
end
--painting
function ap_airship.paint(self, colstr)
if colstr then
self.color = colstr
paint(self)
end
end
function ap_airship.paint2(self, colstr)
if colstr then
self.color2 = colstr
paint(self)
end
end
-- destroy the boat
function ap_airship.destroy(self, overload)
if self.sound_handle then
minetest.sound_stop(self.sound_handle)
self.sound_handle = nil
end
local pos = self.object:get_pos()
if self._passengers_base[1] then self._passengers_base[1]:remove() end
if self._passengers_base[2] then self._passengers_base[2]:remove() end
if self._passengers_base[3] then self._passengers_base[3]:remove() end
if self._passengers_base[4] then self._passengers_base[4]:remove() end
if self._passengers_base[5] then self._passengers_base[5]:remove() end
airutils.destroy_inventory(self)
self.object:remove()
pos.y=pos.y+2
--[[for i=1,7 do
minetest.add_item({x=pos.x+math.random()-0.5,y=pos.y,z=pos.z+math.random()-0.5},'default:steel_ingot')
end
for i=1,7 do
minetest.add_item({x=pos.x+math.random()-0.5,y=pos.y,z=pos.z+math.random()-0.5},'default:mese_crystal')
end]]--
--minetest.add_item({x=pos.x+math.random()-0.5,y=pos.y,z=pos.z+math.random()-0.5},'ap_airship:boat')
--minetest.add_item({x=pos.x+math.random()-0.5,y=pos.y,z=pos.z+math.random()-0.5},'default:diamond')
--[[local total_biofuel = math.floor(self._energy) - 1
for i=0,total_biofuel do
minetest.add_item({x=pos.x+math.random()-0.5,y=pos.y,z=pos.z+math.random()-0.5},'biofuel:biofuel')
end]]--
if overload then
local stack = ItemStack(self.item)
local item_def = stack:get_definition()
if item_def.overload_drop then
for _,item in pairs(item_def.overload_drop) do
minetest.add_item({x=pos.x+math.random()-0.5,y=pos.y,z=pos.z+math.random()-0.5},item)
end
return
end
end
local stack = ItemStack(self.item)
local item_def = stack:get_definition()
if self.hull_integrity then
local boat_wear = math.floor(65535*(1-(self.hull_integrity/item_def.hull_integrity)))
stack:set_wear(boat_wear)
end
minetest.add_item({x=pos.x+math.random()-0.5,y=pos.y,z=pos.z+math.random()-0.5}, stack)
end
--returns 0 for old, 1 for new
function ap_airship.detect_player_api(player)
local player_proterties = player:get_properties()
local mesh = "character.b3d"
if player_proterties.mesh == mesh then
local models = player_api.registered_models
local character = models[mesh]
if character then
if character.animations.sit.eye_height then
return 1
else
return 0
end
end
end
return 0
end
function ap_airship.checkAttach(self, player)
local retVal = false
if player then
local player_attach = player:get_attach()
if player_attach then
for i = 5,1,-1
do
if player_attach == self._passengers_base[i] then
retVal = true
break
end
end
end
end
return retVal
end
function ap_airship.engineSoundPlay(self)
--sound
if self.sound_handle then minetest.sound_stop(self.sound_handle) end
if self.sound_handle_engine then minetest.sound_stop(self.sound_handle_engine) end
if self.object then
self.sound_handle = minetest.sound_play({name = "default_furnace_active"},
{object = self.object, gain = 0.2,
max_hear_distance = 5,
loop = true,})
self.sound_handle_engine = minetest.sound_play({name = "ap_airship_engine"},--"default_item_smoke"},
{object = self.object, gain = 3.0,
pitch = 0.4+((math.abs(self._power_lever)/100)/2),
max_hear_distance = 32,
loop = true,})
end
end
function ap_airship.engine_set_sound_and_animation(self)
if self._last_applied_power ~= self._power_lever then
--minetest.chat_send_all('test2')
self._last_applied_power = self._power_lever
self.object:set_animation_frame_speed(ap_airship.iddle_rotation + (self._power_lever*100))
if self._last_sound_update == nil then self._last_sound_update = self._power_lever end
if math.abs(self._last_sound_update - self._power_lever) > 5 then
self._last_sound_update = self._power_lever
ap_airship.engineSoundPlay(self)
end
end
if self._engine_running == false then
self._power_lever = 0
self.object:set_animation_frame_speed(0)
if self.sound_handle then
minetest.sound_stop(self.sound_handle)
self.sound_handle = nil
--self.object:set_animation_frame_speed(0)
end
if self.sound_handle_engine then
minetest.sound_stop(self.sound_handle_engine)
self.sound_handle_engine = nil
end
end
end
function ap_airship.start_furnace(self)
if self._engine_running then
self._engine_running = false
-- sound and animation
if self.sound_handle then
minetest.sound_stop(self.sound_handle)
self.sound_handle = nil
end
elseif self._engine_running == false and self._energy > 0 then
self._engine_running = true
-- sound
if self.sound_handle then minetest.sound_stop(self.sound_handle) end
if self.object then
self.sound_handle = minetest.sound_play({name = "default_furnace_active"},
{object = self.object, gain = 0.2,
max_hear_distance = 5,
loop = true,})
end
end
end
function ap_airship.copy_vector(original_vector)
local tablecopy = {}
for k, v in pairs(original_vector) do
tablecopy[k] = v
end
return tablecopy
end