preliminary lua scripting framework for objects
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data/grass2.png
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73
data/luaobjects/test/client.lua
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-- Client-side code of the test lua object
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--
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-- Some helper functions
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--
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function split(str, pat)
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local t = {} -- NOTE: use {n = 0} in Lua-5.0
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local fpat = "(.-)" .. pat
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local last_end = 1
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local s, e, cap = str:find(fpat, 1)
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while s do
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if s ~= 1 or cap ~= "" then
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table.insert(t,cap)
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end
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last_end = e+1
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s, e, cap = str:find(fpat, last_end)
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end
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if last_end <= #str then
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cap = str:sub(last_end)
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table.insert(t, cap)
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end
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return t
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end
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function dump(o)
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if type(o) == 'table' then
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local s = '{ '
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for k,v in pairs(o) do
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if type(k) ~= 'number' then k = '"'..k..'"' end
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s = s .. '['..k..'] = ' .. dump(v) .. ','
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end
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return s .. '} '
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else
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return tostring(o)
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end
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end
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--
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-- Actual code
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--
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function step(self, dtime)
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-- Some smoother animation could be done here
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end
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function process_message(self, data)
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--print("client got message: " .. data)
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-- Receive our custom messages
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sp = split(data, " ")
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if sp[1] == "pos" then
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object_set_position(self, sp[2], sp[3], sp[4])
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end
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if sp[1] == "rot" then
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object_set_rotation(self, sp[2], sp[3], sp[4])
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end
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end
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function initialize(self, data)
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print("client object got initialization: " .. data)
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corners = {
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{-1/2,-1/4, 0},
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{ 1/2,-1/4, 0},
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{ 1/2, 1/4, 0},
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{-1/2, 1/4, 0},
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}
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object_add_to_mesh(self, "rat.png", corners, false)
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end
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90
data/luaobjects/test/server.lua
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-- Server-side code of the test lua object
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counter = 0
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counter2 = 0
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death_counter = 0
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position = {X=math.random(-2,2),Y=6,Z=math.random(-2,2)}
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rotation = {X=0, Y=math.random(0,360), Z=0}
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dir = 1
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function step(self, dtime)
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--[[if position.Y > 9.5 then
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position.Y = 6
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end
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if position.Y < 5.5 then
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position.Y = 9
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counter2 = counter2 - dtime
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if counter2 < 0 then
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counter2 = counter2 + 3
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dir = -dir
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end]]
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-- Limit step to a sane value; it jumps a lot while the map generator
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-- is in action
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if dtime > 0.5 then
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dtime = 0.5
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end
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-- Returned value has these fields:
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-- * bool walkable
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-- * int content
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n = object_get_node(self, position.X,position.Y-0.35,position.Z)
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if n.walkable then
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dir = 1
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else
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dir = -1
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end
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-- Keep the object approximately at ground level
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position.Y = position.Y + dtime * 1.0 * dir
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-- Move the object around
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position.X = position.X + math.cos(math.pi+rotation.Y/180*math.pi)
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* dtime * 2.0
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position.Z = position.Z + math.sin(math.pi+rotation.Y/180*math.pi)
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* dtime * 2.0
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-- This value has to be set; it determines to which player the
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-- object is near to and such
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object_set_base_position(self, position.X,position.Y,position.Z)
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rotation.Y = rotation.Y + dtime * 180
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-- Send some custom messages at a custom interval
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counter = counter - dtime
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if counter < 0 then
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counter = counter + 0.175
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message = "pos " .. position.X .. " " .. position.Y .. " " .. position.Z
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object_add_message(self, message)
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message = "rot " .. rotation.X .. " " .. rotation.Y .. " " .. rotation.Z
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object_add_message(self, message)
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end
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-- Remove the object after some time
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death_counter = death_counter + dtime
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if death_counter > 30 then
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object_remove(self)
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end
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end
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-- This stuff is passed to a newly created client-side counterpart of this object
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function get_client_init_data(self)
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return "result of get_client_init_data"
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end
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-- This should return some data that mostly saves the state of this object
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-- Not implemented yet
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function get_server_init_data(self)
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return "result of get_server_init_data"
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end
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-- At reload time, the output of get_server_init_data is passed to this
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-- Not implemented yet
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function initialize(self, data)
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print("server object got initialization: " .. data)
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end
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BIN
data/skybox1.png
Before Width: | Height: | Size: 19 KiB |
Before Width: | Height: | Size: 5.3 KiB |
BIN
data/skybox2.png
Before Width: | Height: | Size: 2.2 KiB |
BIN
data/skybox3.png
Before Width: | Height: | Size: 2.2 KiB |
Before Width: | Height: | Size: 856 B |
BIN
data/tf.jpg
Before Width: | Height: | Size: 39 KiB |