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Improve LuaEntity velocity/acceleration handling (by kahrl); implement staticdata interface to Lua
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commit
0ce0c8fcfb
8 changed files with 234 additions and 79 deletions
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@ -101,6 +101,7 @@ end
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-- - add_node(pos, node)
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-- - remove_node(pos)
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-- - get_node(pos)
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-- - add_luaentity(pos, name)
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--
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-- ObjectRef is basically ServerActiveObject.
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-- ObjectRef methods:
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@ -114,6 +115,12 @@ end
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-- - Functions receive a "luaentity" as self:
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-- - It has the member .object, which is an ObjectRef pointing to the object
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-- - The original prototype stuff is visible directly via a metatable
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-- - Callbacks:
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-- - on_activate(self, staticdata)
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-- - on_step(self, dtime)
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-- - on_punch(self, hitter)
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-- - on_rightclick(self, clicker)
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-- - get_staticdata(self): return string
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--
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-- MapNode representation:
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-- {name="name", param1=num, param2=num}
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@ -654,11 +661,20 @@ local TNT = {
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--textures = {"mese.png^[forcesingle"},
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-- Initial value for our timer
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timer = 0,
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-- Number of punches required to defuse
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health = 3,
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-- List names of state variables, for serializing object state
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-- (NOTE: not implemented and implementation will not be like this)
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-- state_variables = {"timer"},
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}
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-- Called when a TNT object is created
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function TNT:on_activate(staticdata)
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print("TNT:on_activate()")
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self.object:setvelocity({x=0, y=1, z=0})
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self.object:setacceleration({x=0, y=-5, z=0})
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end
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-- Called periodically
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function TNT:on_step(dtime)
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--print("TNT:on_step()")
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@ -667,15 +683,18 @@ end
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-- Called when object is punched
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function TNT:on_punch(hitter)
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print("TNT:on_punch()")
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self.object:remove()
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hitter:add_to_inventory("CraftItem testobject1 1")
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self.health = self.health - 1
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if self.health <= 0 then
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self.object:remove()
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hitter:add_to_inventory("NodeItem TNT 1")
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end
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end
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-- Called when object is right-clicked
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function TNT:on_rightclick(clicker)
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pos = self.object:getpos()
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pos = {x=pos.x, y=pos.y+0.1, z=pos.z}
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self.object:moveto(pos, false)
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--pos = self.object:getpos()
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--pos = {x=pos.x, y=pos.y+0.1, z=pos.z}
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--self.object:moveto(pos, false)
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end
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print("TNT dump: "..dump(TNT))
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@ -694,16 +713,13 @@ function register_falling_node(nodename, texture)
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visual = "cube",
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textures = {texture,texture,texture,texture,texture,texture},
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-- State
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fallspeed = 0,
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-- Methods
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on_step = function(self, dtime)
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-- Apply gravity manually
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self.fallspeed = self.fallspeed + dtime * 5
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fp = self.object:getpos()
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fp.y = fp.y - self.fallspeed * dtime
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self.object:moveto(fp, true)
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-- Set gravity
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self.object:setacceleration({x=0, y=-10, z=0})
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-- Turn to actual sand when collides to ground or just move
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bcp = {x=fp.x, y=fp.y-0.5, z=fp.z} -- Position of bottom center point
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pos = self.object:getpos()
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bcp = {x=pos.x, y=pos.y-0.5, z=pos.z} -- Position of bottom center point
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bcn = minetest.env:get_node(bcp)
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if bcn.name ~= "air" then
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-- Turn to a sand node
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@ -772,6 +788,16 @@ function on_dignode(p, node)
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end
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minetest.register_on_dignode(on_dignode)
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function on_punchnode(p, node)
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print("on_punchnode")
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if node.name == "TNT" then
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minetest.env:remove_node(p)
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minetest.env:add_luaentity(p, "TNT")
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nodeupdate(p)
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end
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end
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minetest.register_on_punchnode(on_punchnode)
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--
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-- Done, print some random stuff
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--
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