technology/elevator.lua

252 lines
8.1 KiB
Lua

local elevator = {
hp_max = 400,
can_punch = true,
physical = true,
collisionbox = {-1, -0.5, -1, 1, 2.5, 1},
visual = "mesh",
mesh = "elevator.x",
textures = {"technology_elevator.png"},
item = "technology:elevator",
marks = {}, -- list of floors to stop to
passengers = {}, -- list of current passengers
direction = 0,
direction_change = false, -- enable for step to take the direction change in count
target = 0, -- altitude to reach
}
local elevator_radius = 1
local elevator_speed = 3
local elevator_rail = "technology:elevator_rail"
local elevator_mark = "default:sign_wall_steel"
local elevator_entity = "technology:elevator_entity"
function yaw(object)
if object:is_player() then return object:get_look_horizontal()
else return object:getyaw()
end
end
function elevator:is_player_inside(player)
print(player:get_player_name().." enter an elevator as passenger n°"..#self.passengers.."")
for i,passenger in pairs(self.passengers) do
if player == passenger then return true end
end
return false
end
function elevator:set_direction(direction)
print("elevator take direction "..direction.." to target "..self.target)
self.direction = direction
self.direction_change = true
if self.sound_loop then minetest.sound_stop(self.sound_loop) end
if direction==0 then
self.sound_loop = minetest.sound_play("elevator_close", {object=self.object, max_hear_distance = 10, loop=false})
self.target = 0
else
if self.sound_loop then minetest.sound_stop(self.sound_loop) end
self.sound_loop = minetest.sound_play("elevator_loop", {object=self.object, max_hear_distance = 10, loop=true})
end
end
function elevator:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
if self:is_player_inside(puncher) then -- punch an elevator to go up or down
if self.direction == 0 then
local look = puncher:get_look_vertical()
local p = self.object:getpos()
self:regenerate_marks() -- search for a mark, that can haven't been already searched
if #self.marks == 0 then return end
if look < 0 then -- look up
local i=1
while i<=#self.marks and self.marks[i]<=p.y do i = i+1 end
if self.marks[i] == p.y then return end
self.target = self.marks[i]
self:set_direction(1)
else -- look down
local i=#self.marks
while i>0 and self.marks[i]>=p.y do i = i-1 end
if self.marks[i] == p.y then return end
self.target = self.marks[i]
self:set_direction(-1)
end
else self:set_direction(0) -- uncomment it if elevators mustn't be stopped from the interior
end
elseif puncher:get_wielded_item():get_name() == "technology:wrench" then
puncher:get_inventory():add_item("technology:elevator", 1)
self.object:remove()
end
end
function elevator:on_rightclick(clicker)
if self:is_player_inside(clicker) then -- the passenger exits
local y = yaw(clicker)
local pos = self.object:getpos()
local p = {
x=pos.x + -(elevator_radius+0.5)*math.sin(y),
y=pos.y+0.5,
z=pos.z + -(elevator_radius+0.5)*-math.cos(y)
}
if (not minetest.get_node({x=p.x, y=pos.y, z=p.z}).walkable) and
(not minetest.get_node({x=p.x, y=pos.y+1, z=p.z}).walkable) then
clicker:setpos(p)
clicker:set_detach(self.object)
for i,passenger in pairs(self.passengers) do if passenger==clicker then break end end
table.remove(self.passengers, i)
minetest.after(0.2, function()
clicker:setpos(p)
end)
else
minetest.chat_send_player(clicker:get_player_name(), "area is too small to bail out")
end
else -- the player enter the elevator
-- the program comes here if the clicker is not a passenger
-- make it become one
table.insert(self.passengers, clicker)
clicker:set_attach(self.object, "", {x=0,y=0,z=10}, {x=0,y=0,z=-10})
end
end
function elevator:on_step(dtime)
-- check up for direction change
if self.direction_change then
self.object:set_velocity({x=0,y=self.direction*elevator_speed,z=0})
self.direction_change = false
else
-- wait for a stop
local p = self.object:getpos()
if self.direction > 0 and p.y+elevator_speed*dtime >= self.target then
self.object:setpos({x=p.x, y=self.target, z=p.z})
self.object:set_velocity({x=0, y=0, z=0})
self:set_direction(0)
elseif self.direction < 0 and p.y-elevator_speed*dtime <= self.target then
self.object:setpos({x=p.x, y=self.target, z=p.z})
self.object:set_velocity({x=0, y=0, z=0})
self:set_direction(0)
end
end
if self.object:get_hp() <= 5 then
self.object:remove()
return
end
end
local r = elevator_radius+0.7
local elevator_marks_slots = { {r,-0.5},{r,0.5}, {-0.5,r},{0.5,r}, {-r,-0.5},{-r,0.5}, {-0.5,-r},{0.5,-r} }
local elevator_mark_height = 1.5
function elevator:regenerate_marks()
local y = self.object:getyaw()
local p = self.object:getpos()
rail_x = p.x + (elevator_radius+0.5) * math.cos(y) -- rail on the side
rail_z = p.z + (elevator_radius+0.5) * math.sin(y)
rail_y = p.y+elevator_mark_height+1
while minetest.get_node({x=rail_x, y=rail_y, z=rail_z}).name == elevator_rail do
for i,place in pairs(elevator_marks_slots) do
if minetest.get_node({x=p.x + place[1], y=rail_y, z=p.z + place[2]}).name == elevator_mark then
table.insert(self.marks, rail_y-elevator_mark_height)
break
end
end
rail_y = rail_y+1
end
rail_y = p.y+elevator_mark_height-1
while minetest.get_node({x=rail_x, y=rail_y, z=rail_z}).name == elevator_rail do
for i,place in pairs(elevator_marks_slots) do
if minetest.get_node({x=p.x + place[1], y=rail_y, z=p.z + place[2]}).name == elevator_mark then
table.insert(self.marks, 1, rail_y-elevator_mark_height)
break
end
end
rail_y = rail_y-1
end
end
minetest.register_entity(elevator_entity, elevator)
minetest.register_craftitem("technology:elevator", {
description = "Elevator",
inventory_image="technology_elevator_item.png",
wield_image = "technology_elevator_item.png",
wield_scale = {x=6, y=6, z=2},
on_place = function(itemstack, placer, pointed_thing)
local p = pointed_thing.under
local y = yaw(placer)
-- select direction to place to
print(y)
local o = 0
if 7*math.pi/4 < y or y <= math.pi/4 then o = 0
elseif math.pi/4 < y and y <= 3*math.pi/4 then o = math.pi/2
elseif 3*math.pi/4 < y and y <= 5*math.pi/4 then o = math.pi
else o = 3*math.pi/2
end
p.y = p.y + 0.5
p.x = p.x + 1.5*math.sin(o) + 0.5*math.cos(o)
p.z = p.z - 1.5*math.cos(o) + 0.5*math.sin(o)
local obj = minetest.add_entity(p, elevator_entity)
obj:setyaw(o)
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
return itemstack
end,
})
local metal_footstep = {
footstep = {name="metal_footstep", gain=0.8},
dig = {name="metal_footstep", gain = 0.8},
}
local ec = 0.05 -- size of electric cables
local sc = 0.1 -- size of support cables
local zmin = -0.5
local zmax = 0.5
minetest.register_node("technology:elevator_rail", {
description = "Vertical rail for elevator",
node_placement_prediction = "",
paramtype = "light",
paramtype2 = "facedir",
drawtype = "nodebox",
node_box = {type = "fixed", fixed = {
{ -0.05, zmin, 0.2, 0.05, zmax, 0.5 }, -- guidance rail
{ -0.1, zmin, 0.45, 0.1, zmax, 0.5 }, -- guidance rail part 2
{ 0.4, zmin, -0.1, 0.4+sc, zmax, -0.1+sc }, -- support cable
{ -0.3, zmin, 0.4, -0.3+ec, zmax, 0.4+ec }, -- electric cable
{ -0.4, zmin, 0.4, -0.4+ec, zmax, 0.4+ec }, -- electric cable
}},
selection_box = {type = "fixed", fixed = {
{-0.5, zmin, 0.2, 0.5, zmax, 0.5},
}},
tiles = {
"technology_elevator_rail_front.png", --top
"technology_elevator_rail_front.png", --bottom
"technology_elevator_rail_right.png", --right
"technology_elevator_rail_left.png", --left
"technology_elevator_rail_back.png", --back
"technology_elevator_rail_front.png" --front
},
walkable = true,
groups = {mechanic=1, oddly_breakable_by_hand=1},
--on_punch = metal_punch,
sounds = metal_footstep,
})
technology.register_plan("ELEVATOR", "technology:elevator", nil, {
"technic:hv_transformer 1",
"technic:motor 1",
"technology:wire 2",
"default:bronze_ingot 6",
})
technology.register_plan("ELEVATOR_RAIL", "technology:elevator_rail", nil, {
"technology:wire 1",
"default:steel_ingot 1",
})