sum_airship/balloon.lua

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local mod_name = minetest.get_current_modname()
local mod_path = minetest.get_modpath(mod_name)
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local me = sum_airship
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me.vars = {
lift = 4,
speed = 3,
fuel_time = 30,
}
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local ship = {
physical = true,
pointable = true,
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.2, 0.5},
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.2, 0.5},
hp_max = 3,
visual = "mesh",
backface_culling = false,
mesh = "sum_airship.b3d",
textures = {"sum_airship_texture.png"},
_animations = {
idle = {x= 10, y= 90},
fly = {x= 91, y= 170},
boost = {x= 91, y= 170},
},
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_driver = nil,
_removed = false,
_flags = {},
_itemstring = "sum_airship:boat",
_passenger = nil,
_vel = 0,
_regen_timer = 0,
_fuel = 0,
_sounds = {
engine = {
handle = nil,
gain = 0.1,
playing = false,
time_elapsed = 0,
},
engine_stop = {
handle = nil,
gain = 0.1,
playing = false,
time_elapsed = 0,
},
}
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}
local sounds = {
engine_idle = {
sound_name = "sum_airship_lip_trill",
gain = 1.4,
max_hear_distance = 10,
loop = false,
pitch = 0.75,
},
engine_stop = {
sound_name = "sum_airship_lip_trill_end",
gain = 2.2,
max_hear_distance = 10,
loop = false,
pitch = 1,
},
engine_boost = {
sound_name = "sum_airship_lip_trill",
gain = 40,
max_hear_distance = 10,
loop = false,
pitch = 1,
},
}
function me.sound_play(self, sound_obj, sound_instance)
sound_instance.handle = minetest.sound_play(sound_obj.sound_name, {
gain = sound_obj.gain,
max_hear_distance = sound_obj.max_hear_distance,
loop = sound_obj.loop,
pitch = sound_obj.pitch or 1,
object = self.object,
})
sound_instance.playing = true
sound_instance.time_elapsed = 0
end
function me.sound_stop(sound_instance)
if sound_instance.handle then
minetest.sound_stop(sound_instance.handle)
end
sound_instance.playing = false
sound_instance.time_elapsed = 0
sound_instance.handle = nil
end
function me.update_sound(self, dtime, forward)
local fuel = self._fuel
local is_thrust = forward ~= 0 and self._driver
if not fuel or not type(fuel) == "number" then self._fuel = 0 end
if self._sounds.engine.time_elapsed > 2.1
and self._sounds.engine.handle
and self._sounds.engine.playing then
me.sound_stop(self._sounds.engine)
end
if not self._sounds.engine.playing then
if self._fuel > 1 then
me.sound_play(self, sounds.engine_boost, self._sounds.engine)
elseif is_thrust then
me.sound_play(self, sounds.engine_idle, self._sounds.engine)
end
if self._fuel > 1 and self._sounds.engine_stop.playing then
me.sound_stop(self._sounds.engine_stop)
end
end
if self._fuel <= 1 and self._sounds.engine.playing then
if self._fuel > 0 and not self._sounds.engine_stop.playing
and self._sounds.engine_stop.time_elapsed == 0 then
me.sound_play(self, sounds.engine_stop, self._sounds.engine_stop)
end
if not is_thrust
or (self._sounds.engine_stop.time_elapsed == 0
and self._sounds.engine_stop.playing) then
me.sound_stop(self._sounds.engine)
end
end
end
function ship.on_activate(self, staticdata, dtime_s)
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local data = minetest.deserialize(staticdata)
if type(data) == "table" then
self._itemstring = data.itemstring
if data._driver then
self._driver = minetest.get_player_by_name((data._driver:get_player_name()))
else
self._driver = nil
end
self._flags = data._flags
if self._driver then me.detach(self) end
end
self.object:set_animation(ship._animations.idle, 24)
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end
function ship.get_staticdata(self)
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return minetest.serialize({
itemstring = self._itemstring,
_driver = ((self._driver and self._driver:is_player())
and self._driver:get_player_name()) or nil,
_flags = self._flags,
})
end
function me.attach(self, player)
if not (player and player:is_player()) then
return false
end
self._driver = player
self._driver:set_attach(self.object, "",
{x = 0, y = -3.0, z = 0}, {x = 0, y = 0, z = 0})
self._driver:set_look_horizontal(self.object:get_yaw())
end
function me.detach(self)
if not self._driver then return false end
self._driver:set_detach()
self._driver = nil
return true
end
function ship.on_death(self, killer)
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if killer and killer:is_player()
and not minetest.is_creative_enabled(killer:get_player_name()) then
local inv = killer:get_inventory()
inv:add_item("main", self._itemstring)
else
minetest.add_item(self.object:get_pos(), self._itemstring)
end
me.detach(self)
self._driver = nil
end
function ship.on_rightclick(self, clicker)
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local item = clicker:get_wielded_item()
local item_name = item:get_name()
if clicker and (item and item_name)
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and (string.find(item_name, ":coal")
or string.find(item_name, ":charcoal")) then
if not minetest.is_creative_enabled(clicker:get_player_name()) then
item:take_item()
clicker:set_wielded_item(item)
end
self._fuel = self._fuel + sum_airship.fuel_time
me.sound_stop(self._sounds.engine)
minetest.sound_play("sum_airship_fire", {
gain = 1,
object = self.object,
})
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else
me.attach(self, clicker)
end
end
-- 10, 5, 5
-- this system ensures collision kind of works with balloons.
-- does not include entity to entity collisions
local balloon = {}
balloon.offset = 6
balloon.length = 3.5
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balloon.height = 2.5
local balloon_nodes = {}
balloon_nodes[0] = { -- top
p = vector.new(0, balloon.offset + balloon.height, 0),
dir = vector.new(0, -5, 0),}
balloon_nodes[1] = { -- front
p = vector.new(0, balloon.offset, balloon.length),
dir = vector.new(0, -0.5, -1),}
balloon_nodes[2] = { -- back
p = vector.new(0, balloon.offset, -balloon.length),
dir = vector.new(0, 0, 1),}
balloon_nodes[3] = { -- left or right
p = vector.new(balloon.length, balloon.offset, 0),
dir = vector.new(-1, 0, 0),}
balloon_nodes[4] = { -- left or right
p = vector.new(-balloon.length, balloon.offset, 0),
dir = vector.new(1, 0, 0),}
-- diagonals
local vdiag = 0.7
balloon_nodes[5] = {
p = vector.new(-balloon.length*vdiag, balloon.offset, -balloon.length*vdiag),
dir = vector.new(vdiag, 0, vdiag),}
balloon_nodes[6] = {
p = vector.new(balloon.length*vdiag, balloon.offset, -balloon.length*vdiag),
dir = vector.new(-vdiag, 0, vdiag),}
balloon_nodes[7] = {
p = vector.new(-balloon.length*vdiag, balloon.offset, balloon.length*vdiag),
dir = vector.new(vdiag, 0, -vdiag),}
balloon_nodes[8] = {
p = vector.new(balloon.length*vdiag, balloon.offset, balloon.length*vdiag),
dir = vector.new(-vdiag, 0, -vdiag),}
function me.get_balloon_collide(self)
local force = vector.new()
local o = self.object:get_pos()
for _, check in pairs(balloon_nodes) do
local n = minetest.get_node(vector.add(check.p, o))
if n and minetest.registered_nodes[n.name]
and minetest.registered_nodes[n.name].walkable then
force = vector.add(force, check.dir)
end
end
return force
end
function ship.on_step(self, dtime, moveresult)
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local exit = false
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local pi = nil
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-- allow to exit
if self._driver and self._driver:is_player() then
local name = self._driver:get_player_name()
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pi = player_info.p[name]
exit = pi.just_pressed.sneak
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end
if exit then
me.detach(self)
return false
end
local climb = 0
local right = 0
local forward = 0
local v = self.object:get_velocity()
local p = self.object:get_pos()
local node_below = minetest.get_node(vector.offset(p, 0, -0.8, 0)).name
local is_on_floor = minetest.registered_nodes[node_below].walkable
local in_water = minetest.get_item_group(minetest.get_node(p).name, "liquid") ~= 0
local on_water = (minetest.get_item_group(minetest.get_node(vector.offset(p, 0, -0.2, 0)).name, "liquid") ~= 0 and not in_water)
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if pi then
if pi.ctrl.up then forward = 1
elseif pi.ctrl.down then forward = -1 end
if pi.ctrl.jump then climb = 1
elseif pi.ctrl.aux1 then climb = -1 end
if pi.ctrl.right then right = 1
elseif pi.ctrl.left then right = -1 end
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local yaw = self.object:get_yaw()
local dir = minetest.yaw_to_dir(yaw)
self.object:set_yaw(yaw - right * dtime)
local added_vel = vector.multiply(dir, forward * dtime * me.vars.speed)
added_vel.y = added_vel.y + (climb * dtime * me.vars.lift)
v = vector.add(v, added_vel)
end
if self._driver then
local collide_force = me.get_balloon_collide(self)
-- collide_force = vector.normalize(collide_force)
if collide_force ~= vector.new() then
collide_force = vector.multiply(collide_force, 0.1)
v = vector.multiply(v, 0.95)
end
v = vector.add(v, collide_force)
end
if not self._driver then
v.y = v.y - dtime
end
if sum_air_currents ~= nil then
if self._driver or not is_on_floor then
local wind_vel = sum_air_currents.get_wind(p)
wind_vel = vector.multiply(wind_vel, dtime)
v = vector.add(wind_vel, v)
end
end
if in_water then
v.y = 1
elseif on_water and not self._driver then
v.y = 0
end
if (not self._driver) and is_on_floor then
v.x = v.x * 0.8
v.y = v.y * 0.95
v.z = v.z * 0.8
else
v.x = v.x * (1 - (dtime * 0.5))
v.y = v.y * (1 - (dtime * 0.5))
v.z = v.z * (1 - (dtime * 0.5))
end
self.object:set_velocity(v)
end
minetest.register_entity("sum_airship:boat", ship)
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minetest.register_craftitem("sum_airship:boat", {
description = "Airship",
inventory_image = "sum_airship.png",
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groups = { vehicle = 1, airship = 1, transport = 1},
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
local node = minetest.get_node(pointed_thing.under)
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
end
end
local pos = vector.offset(pointed_thing.above, 0, 0.5, 0)
local self = minetest.add_entity(pos, "sum_airship:boat"):get_luaentity()
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if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item()
end
return itemstack
end,
})