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