-- 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 -- 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 on_step(self, dtime) --[[if position.Y > 9.5 then position.Y = 6 end if position.Y < 5.5 then position.Y = 9]] -- Limit step to a sane value; it jumps a lot while the map generator -- is in action if dtime > 0.5 then dtime = 0.5 end -- Returned value has these fields: -- * int content -- * 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 * 2.0 * dir -- Move the object around position.X = position.X + math.cos(math.pi+rotation.Y/180*math.pi) * dtime * 2.0 position.Z = position.Z + math.sin(math.pi+rotation.Y/180*math.pi) * dtime * 2.0 -- This value has to be set; it determines to which player the -- object is near to and such object_set_base_position(self, position) 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 + 0.25 if counter < 0 then counter = 0 end message = "pos " .. position.X .. " " .. position.Y .. " " .. position.Z object_add_message(self, message) message = "rot " .. rotation.X .. " " .. rotation.Y .. " " .. rotation.Z 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 object_remove(self) end end -- This stuff is passed to a newly created client-side counterpart of this object 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 completely implemented yet function on_get_server_init_data(self) -- Just return some data for testing return "result of get_server_init_data" end -- 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