Browse Source

improvements

main
Alexsandro Percy 3 months ago
parent
commit
4879de8892
  1. 87
      init.lua
  2. 83
      light.lua

87
init.lua

@ -27,6 +27,8 @@ dofile(minetest.get_modpath("airutils") .. DIR_DELIM .. "airutils_papi.lua")
dofile(minetest.get_modpath("airutils") .. DIR_DELIM .. "airutils_tug.lua")
dofile(minetest.get_modpath("airutils") .. DIR_DELIM .. "airutils_repair.lua")
dofile(minetest.get_modpath("airutils") .. DIR_DELIM .. "inventory_management.lua")
dofile(minetest.get_modpath("airutils") .. DIR_DELIM .. "light.lua")
if player_api then
dofile(minetest.get_modpath("airutils") .. DIR_DELIM .. "pilot_skin_manager.lua")
end
@ -317,85 +319,8 @@ function airutils.paint(self, colstr, texture_name)
end
end
function airutils.get_xz_from_hipotenuse(orig_x, orig_z, yaw, distance)
--cara, o minetest é bizarro, ele considera o eixo no sentido ANTI-HORÁRIO... Então pra equação funcionar, subtrair o angulo de 360 antes
yaw = math.rad(360) - yaw
local z = (math.cos(yaw)*distance) + orig_z
local x = (math.sin(yaw)*distance) + orig_x
return x, z
end
minetest.register_node("airutils:light", {
drawtype = "glasslike",
tile_images = {"airutils_light.png"},
inventory_image = minetest.inventorycube("airutils_light.png"),
paramtype = "light",
walkable = false,
is_ground_content = true,
light_propagates = true,
sunlight_propagates = true,
light_source = 14,
selection_box = {
type = "fixed",
fixed = {0, 0, 0, 0, 0, 0},
},
})
function airutils.remove_light(self)
if self._light_old_pos then
--force the remotion of the last light
minetest.add_node(self._light_old_pos, {name="air"})
self._light_old_pos = nil
end
end
function airutils.swap_node(self, pos)
local target_pos = pos
local have_air = false
local node = nil
local count = 0
while have_air == false and count <= 3 do
node = minetest.get_node(target_pos)
if node.name == "air" then
have_air = true
break
end
count = count + 1
target_pos.y = target_pos.y + 1
end
if have_air then
minetest.set_node(target_pos, {name='airutils:light'})
airutils.remove_light(self)
self._light_old_pos = target_pos
return true
end
return false
end
function airutils.put_light(self)
local pos = self.object:get_pos()
pos.y = pos.y + 1
local yaw = self.object:get_yaw()
local lx, lz = airutils.get_xz_from_hipotenuse(pos.x, pos.z, yaw, 10)
local light_pos = {x=lx, y=pos.y, z=lz}
local cast = minetest.raycast(pos, light_pos, false, false)
local thing = cast:next()
local was_set = false
while thing do
if thing.type == "node" then
local ipos = thing.intersection_point
if ipos then
was_set = airutils.swap_node(self, ipos)
end
end
thing = cast:next()
end
if was_set == false then
local n = minetest.get_node_or_nil(light_pos)
if n and n.name == 'air' then
airutils.swap_node(self, light_pos)
end
end
function airutils.getAngleFromPositions(origin, destiny)
local angle_north = math.deg(math.atan2(destiny.x - origin.x, destiny.z - origin.z))
if angle_north < 0 then angle_north = angle_north + 360 end
return angle_north
end

83
light.lua

@ -0,0 +1,83 @@
function airutils.get_xz_from_hipotenuse(orig_x, orig_z, yaw, distance)
--cara, o minetest é bizarro, ele considera o eixo no sentido ANTI-HORÁRIO... Então pra equação funcionar, subtrair o angulo de 360 antes
yaw = math.rad(360) - yaw
local z = (math.cos(yaw)*distance) + orig_z
local x = (math.sin(yaw)*distance) + orig_x
return x, z
end
minetest.register_node("airutils:light", {
drawtype = "glasslike",
tile_images = {"airutils_light.png"},
inventory_image = minetest.inventorycube("airutils_light.png"),
paramtype = "light",
walkable = false,
is_ground_content = true,
light_propagates = true,
sunlight_propagates = true,
light_source = 14,
selection_box = {
type = "fixed",
fixed = {0, 0, 0, 0, 0, 0},
},
})
function airutils.remove_light(self)
if self._light_old_pos then
--force the remotion of the last light
minetest.add_node(self._light_old_pos, {name="air"})
self._light_old_pos = nil
end
end
function airutils.swap_node(self, pos)
local target_pos = pos
local have_air = false
local node = nil
local count = 0
while have_air == false and count <= 3 do
node = minetest.get_node(target_pos)
if node.name == "air" then
have_air = true
break
end
count = count + 1
target_pos.y = target_pos.y + 1
end
if have_air then
minetest.set_node(target_pos, {name='airutils:light'})
airutils.remove_light(self)
self._light_old_pos = target_pos
return true
end
return false
end
function airutils.put_light(self)
local pos = self.object:get_pos()
pos.y = pos.y + 1
local yaw = self.object:get_yaw()
local lx, lz = airutils.get_xz_from_hipotenuse(pos.x, pos.z, yaw, 10)
local light_pos = {x=lx, y=pos.y, z=lz}
local cast = minetest.raycast(pos, light_pos, false, false)
local thing = cast:next()
local was_set = false
while thing do
if thing.type == "node" then
local ipos = thing.intersection_point
if ipos then
was_set = airutils.swap_node(self, ipos)
end
end
thing = cast:next()
end
if was_set == false then
local n = minetest.get_node_or_nil(light_pos)
if n and n.name == 'air' then
airutils.swap_node(self, light_pos)
end
end
end
Loading…
Cancel
Save