305 lines
7.8 KiB
Lua
305 lines
7.8 KiB
Lua
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--[[
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minetest.register_abm({
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nodenames = {"air"},
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interval = 10,
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chance = 0.1,
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action = function(pos, timer)
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minetest.env:clear_objects()
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end,
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})
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]]
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--[[
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Exportation des animations depuis blender:
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il faut avoir la config suivante:
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+ export normals
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+ flip normals
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+ export UV coords
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+ export skin weight
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- apply modifier
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+ export armature bones
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+ export rest animation
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+ export animations
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+ include frame rate
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]]
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local patroller = {
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hp_max = 400,
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physical = true,
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collisionbox = {-2.5,-7,-2.5, 2.5,4,2.5},
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visual = "mesh",
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mesh = "patroller.x",
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textures = {"technology_patroller.png"},
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--automatic_rotate = true,
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--makes_footstep_sound = true,
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--spritediv = {x=1, y=1},
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--initial_sprite_basepos = {x=0, y=0},
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--is_visible = true,
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can_punch = true,
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driver = nil,
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front_vel_target = 0, -- 0 is no speed, 1 is maximum speed
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vert_vel_target = 0,
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max_front_vel = 10,
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max_vert_vel = 7,
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}
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local FPS = 15 -- frame per second for animations
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local WEAPONS = minetest.get_modpath("firearms_guns") or false -- auto enable weapon support
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function patroller:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
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if self.driver and puncher == self.driver then
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self:fire(self.driver:get_look_dir())
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end
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--[[
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self.object:remove()
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if puncher and puncher:is_player() then
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puncher:get_inventory():add_item("main", "technology:patroller")
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end
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]]
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end
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function patroller:fire(direction)
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if WEAPONS then
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local p = self.object:getpos()
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p.y = p.y-7
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firearmslib.fire("technology:air_canon", p, direction)
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end
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end
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if WEAPONS then
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--[[
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firearmslib.register_bullet("technology:air_canon_ammo", {
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description = "5mm air canon amunition";
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inventory_image = "firearms_bullet_556.png";
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damage = 12;
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power = 5;
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gravity = 0;
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});
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firearmslib.register_firearm("technology:air_canon", {
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description = "5mm air canon";
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inventory_image = "firearms_m4.png";
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bullets = "technology:air_canon_ammo";
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clip_size = 42;
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spread = 0.035;
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burst = 3;
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burst_interval = 0.15;
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wield_scale = {x=2,y=2,z=2};
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crosshair_image = "firearms_crosshair_rifle.png";
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hud_image = "firearms_m4_hud.png";
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sounds = {
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shoot = "firearms_m4_shot";
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empty = "firearms_default_empty";
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reload = "firearms_rifle_reload";
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};
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});
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]]
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firearmslib.register_bullet("technology:air_canon_ammo", {
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description = "Rocket";
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inventory_image = "firearms_rocket.png";
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texture = "firearms_rocket_entity.png";
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damage = 10;
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power = 5;
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speed = 25;
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gravity = 0;
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explosion_range = 2.5;
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explosion_damage = 6;
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leaves_smoke = true;
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on_destroy = firearmslib.on_destroy_explode;
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});
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firearmslib.register_firearm("technology:air_canon", {
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description = "Bazooka";
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inventory_image = "firearms_bazooka.png";
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bullets = "technology:air_canon_ammo";
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clip_size = 5;
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spread = 0.035;
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wield_scale = {x=3,y=3,z=3};
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crosshair_image = "firearms_crosshair_rlauncher.png";
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hud_image = "firearms_bazooka_hud.png";
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sounds = {
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shoot = "firearms_m79_shot"; -- TODO: Find a better sound
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empty = "firearms_default_empty";
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--reload = "firearms_default_reload";
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};
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});
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end
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function patroller:on_rightclick(clicker)
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if not clicker or not clicker:is_player() then
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return
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end
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if self.driver and clicker == self.driver then
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self.driver = nil
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self.object:set_animation({x=54, y=54}, FPS, 0)
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local pos = self.object:getpos()
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local yaw = self.object:getyaw()
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pos.x = pos.x - 4*math.cos(yaw)
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pos.y = pos.y - 3
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pos.z = pos.z - 4*math.sin(yaw)
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clicker:set_detach()
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default.player_set_animation(clicker, "stand" , 30)
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minetest.after(0.2, function()
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clicker:setpos(pos)
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end)
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--self.object:setvelocity({x=0, y=0, z=0})
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self.front_vel_target = 0
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self.vert_vel_target = 0
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elseif not self.driver then
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self.driver = clicker
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clicker:set_attach(self.object, "", {x=0,y=0,z=10}, {x=0,y=0,z=-10})
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default.player_set_animation(clicker, "sit" , 30)
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self.object:set_animation({x=60, y=60}, FPS, 0)
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end
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end
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function patroller:on_activate(staticdata, dtime_s)
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self.object:set_armor_groups({immortal=1})
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--[[
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if staticdata then
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self.v = tonumber(staticdata)
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end
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]]
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end
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function patroller:get_staticdata()
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return "" --tostring(v)
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end
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local command_increment = 0.05
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hunter_step_tick = 0
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function patroller:on_step(dtime)
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-- make fire if damages are over 50%
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-- explode when hp is under 5
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hunter_step_tick = hunter_step_tick+dtime
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if self.object:get_hp() < 5 then
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explosion(self.object:getpos(), 30)
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end
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local command = false
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--[[
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if math.random(1,10) == 1 then
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local yaw = self.object:getyaw()
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local dir = {
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x = math.cos(yaw),
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y = 0,
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z = math.sin(yaw),
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}
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self:fire(dir)
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end
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]]
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if self.driver then
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local ctrl = self.driver:get_player_control()
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if hunter_step_tick > 0.1 then
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hunter_step_tick = 0
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-- have user commands
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if ctrl.up and self.front_vel_target < 1 then
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self.front_vel_target = self.front_vel_target + command_increment
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command = true
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elseif ctrl.down and self.front_vel_target > -0.05 then
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self.front_vel_target = self.front_vel_target - command_increment
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command = true
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end
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if ctrl.jump and self.vert_vel_target < 1 then
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self.vert_vel_target = self.vert_vel_target + command_increment
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command = true
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elseif ctrl.sneak and self.vert_vel_target > -1 then
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self.vert_vel_target = self.vert_vel_target - command_increment
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command = true
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end
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end
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if ctrl.left then
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self.object:setyaw(self.object:getyaw()+math.pi/120+dtime*math.pi/120)
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self.object:set_animation({x=5, y=5}, FPS, 0)
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command = true
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elseif ctrl.right then
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self.object:setyaw(self.object:getyaw()-math.pi/120-dtime*math.pi/120)
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self.object:set_animation({x=10, y=10}, FPS, 0)
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command = true
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else
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--self.object:set_animation({x=60, y=60}, FPS, 0)
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end
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else
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self.front_vel_target = 0
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self.vert_vel_target = 0
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--command = true
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self.object:setvelocity({x=0, y=0, z=0})
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self.object:set_animation({x=54, y=54}, FPS, 0)
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end
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if command then
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local yaw = self.object:getyaw()
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self.object:setvelocity({
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x = self.front_vel_target * self.max_front_vel * math.cos(yaw),
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y = self.vert_vel_target * self.max_vert_vel,
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z = self.front_vel_target * self.max_front_vel * math.sin(yaw),
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})
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if self.vert_vel_target < 0 then
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local frame = 40-5*self.vert_vel_target + 0.5
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self.object:set_animation({x=frame, y=frame}, FPS, 0)
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else
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local frame = 30+5*self.vert_vel_target - 0.5
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self.object:set_animation({x=frame, y=frame}, FPS, 0)
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end
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end
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--[[
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local Kf = 3.1
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local Kv = 3.1
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local v = self.object:getvelocity()
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local yaw = self.object:getyaw()
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local front_vel = v.x * -math.sin(yaw) + v.z * math.cos(yaw)
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local vert_vel = v.y
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local front_acc = Kf*(self.max_front_vel*self.front_vel_target - front_vel)
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local vert_acc = Kv*(self.max_vert_vel*self.vert_vel_target - vert_vel)
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self.object:setacceleration({x=-front_acc*math.sin(yaw), y=vert_acc, z=front_acc*math.cos(yaw)})
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]]
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--print("command "..self.front_vel_target.." "..self.vert_vel_target)
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--print("command "..front_acc.." "..vert_acc)
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end
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minetest.register_entity("technology:patroller", patroller)
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minetest.register_craftitem("technology:patroller", {
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description = "patroller flying",
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inventory_image = "hunter_inv.png",
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wield_image = "hunter_inv.png",
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wield_scale = {x=2, y=2, z=1},
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liquids_pointable = true,
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on_place = function(itemstack, placer, pointed_thing)
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if pointed_thing.type ~= "node" then
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return
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end
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print("patroller added !!!")
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pointed_thing.under.y = pointed_thing.under.y+2
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minetest.env:add_entity(pointed_thing.under, "technology:patroller")
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itemstack:take_item()
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return itemstack
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end,
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})
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technology.register_plan("PATROLLER", "technology:patroller", "technology_plan_patroller.png", {
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"technic:hv_transformer",
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"technic:mv_transformer",
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"technic:motor 8",
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"technology:wire 10",
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"default:steel_ingot 6",
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"default:silver_ingot 1",
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"default:mese 1",
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"firearms:shell_12 1",
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})
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