1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-09-15 18:57:08 +00:00

mainly work on object scripting api

This commit is contained in:
Perttu Ahola 2011-02-23 02:49:57 +02:00
parent eef7bc3570
commit 9778347c7f
19 changed files with 962 additions and 430 deletions

View file

@ -1,7 +1,7 @@
-- Client-side code of the test lua object
--
-- Some helper functions
-- Some helper functions and classes
--
function split(str, pat)
@ -23,6 +23,7 @@ function split(str, pat)
return t
end
-- For debugging
function dump(o)
if type(o) == 'table' then
local s = '{ '
@ -36,29 +37,90 @@ function dump(o)
end
end
function vector_subtract(a, b)
return {X=a.X-b.X, Y=a.Y-b.Y, Z=a.Z-b.Z}
end
function vector_add(a, b)
return {X=a.X+b.X, Y=a.Y+b.Y, Z=a.Z+b.Z}
end
function vector_multiply(a, d)
return {X=a.X*d, Y=a.Y*d, Z=a.Z*d}
end
SmoothTranslator = {}
SmoothTranslator.__index = SmoothTranslator
function SmoothTranslator.create()
local obj = {}
setmetatable(obj, SmoothTranslator)
obj.vect_old = {X=0, Y=0, Z=0}
obj.anim_counter = 0
obj.anim_time = 0
obj.anim_time_counter = 0
obj.vect_show = {X=0, Y=0, Z=0}
obj.vect_aim = {X=0, Y=0, Z=0}
return obj
end
function SmoothTranslator:update(vect_new)
self.vect_old = self.vect_show
self.vect_aim = vect_new
if self.anim_time < 0.001 or self.anim_time > 1.0 then
self.anim_time = self.anim_time_counter
else
self.anim_time = self.anim_time * 0.9 + self.anim_time_counter * 0.1
end
self.anim_time_counter = 0
self.anim_counter = 0
end
function SmoothTranslator:translate(dtime)
self.anim_time_counter = self.anim_time_counter + dtime
self.anim_counter = self.anim_counter + dtime
vect_move = vector_subtract(self.vect_aim, self.vect_old)
moveratio = 1.0
if self.anim_time > 0.001 then
moveratio = self.anim_time_counter / self.anim_time
end
if moveratio > 1.5 then
moveratio = 1.5
end
self.vect_show = vector_add(self.vect_old, vector_multiply(vect_move, moveratio))
end
--
-- Actual code
--
function step(self, dtime)
-- Some smoother animation could be done here
pos_trans = SmoothTranslator.create()
rot_trans = SmoothTranslator.create()
-- Callback functions
function on_step(self, dtime)
pos_trans:translate(dtime)
rot_trans:translate(dtime)
object_set_position(self, pos_trans.vect_show)
object_set_rotation(self, rot_trans.vect_show)
end
function process_message(self, data)
function on_process_message(self, data)
--print("client got message: " .. data)
-- Receive our custom messages
sp = split(data, " ")
if sp[1] == "pos" then
object_set_position(self, sp[2], sp[3], sp[4])
pos_trans:update({X=sp[2], Y=sp[3], Z=sp[4]})
end
if sp[1] == "rot" then
object_set_rotation(self, sp[2], sp[3], sp[4])
rot_trans:update({X=sp[2], Y=sp[3], Z=sp[4]})
end
end
function initialize(self, data)
function on_initialize(self, data)
print("client object got initialization: " .. data)
corners = {

View file

@ -1,25 +1,43 @@
-- Server-side code of the test lua object
--
-- Some helper functions and classes
--
function vector_subtract(a, b)
return {X=a.X-b.X, Y=a.Y-b.Y, Z=a.Z-b.Z}
end
function vector_add(a, b)
return {X=a.X+b.X, Y=a.Y+b.Y, Z=a.Z+b.Z}
end
function vector_multiply(a, d)
return {X=a.X*d, Y=a.Y*d, Z=a.Z*d}
end
--
-- Actual code
--
counter = 0
counter2 = 0
counter3 = 0
counter4 = 0
death_counter = 0
position = {X=math.random(-2,2),Y=6,Z=math.random(-2,2)}
-- This is got in initialization from object_get_base_position(self)
position = {X=0,Y=0,Z=0}
rotation = {X=0, Y=math.random(0,360), Z=0}
dir = 1
temp1 = 0
function step(self, dtime)
function on_step(self, dtime)
--[[if position.Y > 9.5 then
position.Y = 6
end
if position.Y < 5.5 then
position.Y = 9
position.Y = 9]]
counter2 = counter2 - dtime
if counter2 < 0 then
counter2 = counter2 + 3
dir = -dir
end]]
-- Limit step to a sane value; it jumps a lot while the map generator
-- is in action
if dtime > 0.5 then
@ -27,16 +45,19 @@ function step(self, dtime)
end
-- Returned value has these fields:
-- * bool walkable
-- * int content
n = object_get_node(self, position.X,position.Y-0.35,position.Z)
if n.walkable then
-- * int param1
-- * int param2
p = {X=position.X, Y=position.Y-0.35, Z=position.Z}
n = object_get_node(self, p)
f = get_content_features(n.content)
if f.walkable then
dir = 1
else
dir = -1
end
-- Keep the object approximately at ground level
position.Y = position.Y + dtime * 1.0 * dir
position.Y = position.Y + dtime * 2.0 * dir
-- Move the object around
position.X = position.X + math.cos(math.pi+rotation.Y/180*math.pi)
@ -46,15 +67,32 @@ function step(self, dtime)
-- This value has to be set; it determines to which player the
-- object is near to and such
object_set_base_position(self, position.X,position.Y,position.Z)
object_set_base_position(self, position)
rotation.Y = rotation.Y + dtime * 180
counter4 = counter4 - dtime
if counter4 < 0 then
counter4 = counter4 + math.random(0.5,8)
-- Mess around with the map
np = vector_add(position, {X=0,Y=0,Z=0})
object_place_node(self, np, {content=0})
-- A node could be digged out with this:
-- object_dig_node(self, np)
end
counter3 = counter3 - dtime
if counter3 < 0 then
counter3 = counter3 + math.random(1,4)
rotation.Y = rotation.Y + math.random(-180, 180)
end
-- Send some custom messages at a custom interval
counter = counter - dtime
if counter < 0 then
counter = counter + 0.175
counter = counter + 0.25
if counter < 0 then
counter = 0
end
message = "pos " .. position.X .. " " .. position.Y .. " " .. position.Z
object_add_message(self, message)
@ -63,6 +101,20 @@ function step(self, dtime)
object_add_message(self, message)
end
-- Mess around with the map
--[[counter2 = counter2 - dtime
if counter2 < 0 then
counter2 = counter2 + 3
if temp1 == 0 then
temp1 = 1
object_dig_node(self, {X=0,Y=1,Z=0})
else
temp1 = 0
n = {content=1}
object_place_node(self, {X=0,Y=5,Z=0}, n)
end
end]]
-- Remove the object after some time
death_counter = death_counter + dtime
if death_counter > 30 then
@ -72,19 +124,31 @@ function step(self, dtime)
end
-- This stuff is passed to a newly created client-side counterpart of this object
function get_client_init_data(self)
function on_get_client_init_data(self)
-- Just return some data for testing
return "result of get_client_init_data"
end
-- This should return some data that mostly saves the state of this object
-- Not implemented yet
function get_server_init_data(self)
-- Not completely implemented yet
function on_get_server_init_data(self)
-- Just return some data for testing
return "result of get_server_init_data"
end
-- At reload time, the output of get_server_init_data is passed to this
-- Not implemented yet
function initialize(self, data)
-- When the object is loaded from scratch, this is called before the first
-- on_step(). Data is an empty string or the output of an object spawner
-- hook, but such things are not yet implemented.
--
-- At reload time, the last output of get_server_init_data is passed as data.
--
-- This should initialize the position of the object to the value returned
-- by object_get_base_position(self)
--
-- Not completely implemented yet
--
function on_initialize(self, data)
print("server object got initialization: " .. data)
position = object_get_base_position(self)
end