airutils/lib_planes/utilities.lua

1365 lines
47 KiB
Lua

dofile(minetest.get_modpath("airutils") .. DIR_DELIM .. "lib_planes" .. DIR_DELIM .. "global_definitions.lua")
dofile(minetest.get_modpath("airutils") .. DIR_DELIM .. "lib_planes" .. DIR_DELIM .. "hud.lua")
local S = airutils.S
function airutils.properties_copy(origin_table)
local tablecopy = {}
for k, v in pairs(origin_table) do
tablecopy[k] = v
end
return tablecopy
end
function airutils.get_hipotenuse_value(point1, point2)
return math.sqrt((point1.x - point2.x) ^ 2 + (point1.y - point2.y) ^ 2 + (point1.z - point2.z) ^ 2)
end
function airutils.dot(v1,v2)
return v1.x*v2.x+v1.y*v2.y+v1.z*v2.z
end
function airutils.sign(n)
return n>=0 and 1 or -1
end
function airutils.minmax(v,m)
return math.min(math.abs(v),m)*airutils.sign(v)
end
function airutils.get_gauge_angle(value, initial_angle)
initial_angle = initial_angle or 90
local angle = value * 18
angle = angle - initial_angle
angle = angle * -1
return angle
end
local function sit_player(player, name)
if not player then return end
if airutils.is_minetest then
player_api.player_attached[name] = true
player_api.set_animation(player, "sit")
elseif airutils.is_mcl then
mcl_player.player_attached[name] = true
mcl_player.player_set_animation(player, "sit" , 30)
airutils.sit(player)
end
-- make the driver sit
minetest.after(1, function()
if player then
--minetest.chat_send_all("okay")
airutils.sit(player)
--apply_physics_override(player, {speed=0,gravity=0,jump=0})
end
end)
end
-- attach player
function airutils.attach(self, player, instructor_mode)
if not player then return end
if self._needed_licence then
local can_fly = minetest.check_player_privs(player, self._needed_licence)
if not can_fly then
minetest.chat_send_player(player:get_player_name(), core.colorize('#ff0000', S(' >>> You need the priv') .. '"'..self._needed_licence..'" ' .. S('to fly this plane.')))
return
end
end
instructor_mode = instructor_mode or false
local name = player:get_player_name()
self.driver_name = name
-- attach the driver
local eye_y = 0
if instructor_mode == true and self._have_copilot then
eye_y = -4
airutils.seat_create(self, 2)
if not self.co_pilot_seat_base then
self.co_pilot_seat_base = self._passengers_base[2]
end
player:set_attach(self.co_pilot_seat_base, "", {x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
else
eye_y = -4
airutils.seat_create(self, 1)
if not self.pilot_seat_base then
self.pilot_seat_base = self._passengers_base[1]
end
player:set_attach(self.pilot_seat_base, "", {x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
end
if airutils.detect_player_api(player) == 1 then
eye_y = eye_y + 6.5
end
if airutils.detect_player_api(player) == 2 then
eye_y = -4
end
player:set_eye_offset({x = 0, y = eye_y, z = 2}, {x = 0, y = 1, z = -30})
sit_player(player, name)
end
function airutils.dettachPlayer(self, player)
local name = self.driver_name
airutils.setText(self, self._vehicle_name)
airutils.remove_hud(player)
--self._engine_running = false
--check for external attachment of the vehicle
local extern_attach = self.object:get_attach()
local extern_ent = nil
if extern_attach then
extern_ent = extern_attach:get_luaentity()
end
-- driver clicked the object => driver gets off the vehicle
self.driver_name = nil
-- detach the player
--player:set_physics_override({speed = 1, jump = 1, gravity = 1, sneak = true})
if player then
player:set_detach()
player:set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})
if airutils.is_minetest then
player_api.player_attached[name] = nil
player_api.set_animation(player, "stand")
elseif airutils.is_mcl then
mcl_player.player_attached[name] = nil
mcl_player.player_set_animation(player, "stand")
end
end
self.driver = nil
--remove_physics_override(player, {speed=1,gravity=1,jump=1})
--move the player to the parent ship if any
if extern_ent then
if extern_ent.on_rightclick then
extern_ent.on_rightclick(extern_ent, player)
end
end
end
function airutils.check_passenger_is_attached(self, name)
local is_attached = false
if self._passenger == name then is_attached = true end
if is_attached == false then
local max_occupants = table.getn(self._seats)
for i = max_occupants,1,-1
do
if self._passengers[i] == name then
is_attached = true
break
end
end
end
return is_attached
end
local function attach_copilot(self, name, player, eye_y)
airutils.seat_create(self, 2)
if not self.co_pilot_seat_base or not player then return end
self.co_pilot = name
self._passengers[2] = name
-- attach the driver
player:set_attach(self.co_pilot_seat_base, "", {x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
player:set_eye_offset({x = 0, y = eye_y, z = 2}, {x = 0, y = 3, z = -30})
sit_player(player, name)
end
-- attach passenger
function airutils.attach_pax(self, player, is_copilot)
if not player then return end
local is_copilot = is_copilot or false
local name = player:get_player_name()
local eye_y = -4
if airutils.detect_player_api(player) == 1 then
eye_y = 2.5
end
if is_copilot == true then
if self.co_pilot == nil then
attach_copilot(self, name, player, eye_y)
end
else
--randomize the seat
local max_seats = table.getn(self._seats)
local crew = 1
if self._have_copilot and max_seats > 2 then
crew = crew + 1
else
attach_copilot(self, name, player, eye_y)
return
end
local t = {} -- new array
for i=1, max_seats - crew do --(the first are for the crew
t[i] = i
end
for i = 1, #t*2 do
local a = math.random(#t)
local b = math.random(#t)
t[a],t[b] = t[b],t[a]
end
--for i = 1,10,1 do
local i = 0
for k,v in ipairs(t) do
i = t[k] + crew --jump the crew seats
if self._passengers[i] == nil then
--minetest.chat_send_all(self.driver_name)
self._passengers[i] = name
airutils.seat_create(self, i)
player:set_attach(self._passengers_base[i], "", {x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
player:set_eye_offset({x = 0, y = eye_y, z = 0}, {x = 0, y = 3, z = -30})
sit_player(player, name)
break
end
end
end
end
function airutils.dettach_pax(self, player, is_flying)
if not player then return end
is_flying = is_flying or false
local name = player:get_player_name() --self._passenger
airutils.remove_hud(player)
--check for external attachment of the vehicle
local extern_attach = self.object:get_attach()
local extern_ent = nil
if extern_attach then
extern_ent = extern_attach:get_luaentity()
end
-- passenger clicked the object => driver gets off the vehicle
if self.co_pilot == name then
self.co_pilot = nil
self._passengers[2] = nil
else
local max_seats = table.getn(self._seats)
for i = max_seats,1,-1
do
if self._passengers[i] == name then
self._passengers[i] = nil
break
end
end
end
-- detach the player
if player then
if name == self.driver_name then
self.driver_name = nil
end
local pos = player:get_pos()
player:set_detach()
if is_flying then
pos.y = pos.y - self.initial_properties.collisionbox[2] - 2
player:set_pos(pos)
end
if airutils.is_minetest then
player_api.player_attached[name] = nil
player_api.set_animation(player, "stand")
elseif airutils.is_mcl then
mcl_player.player_attached[name] = nil
mcl_player.player_set_animation(player, "stand")
end
player:set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})
--remove_physics_override(player, {speed=1,gravity=1,jump=1})
--move the player to the parent ship if any
if extern_ent then
if extern_ent.on_rightclick then
extern_ent.on_rightclick(extern_ent, player)
end
end
end
end
function airutils.checkAttach(self, player)
if player then
local player_attach = player:get_attach()
if player_attach then
local max_seats = table.getn(self._seats)
for i = max_seats,1,-1
do
if self._passengers_base[i] then
if player_attach == self._passengers_base[i] then
return true
end
end
end
end
end
return false
end
local function spawn_drops(self, pos)
if self._drops then
for k,v in pairs(self._drops) do
--print(k,v)
for i=1,v do
minetest.add_item({x=pos.x+math.random()-0.5,y=pos.y,z=pos.z+math.random()-0.5},k)
end
end
end
end
function airutils.destroy(self, by_name, by_automation)
by_name = by_name or ""
by_automation = by_automation or false
local with_fire = self._enable_fire_explosion
local owner = self.owner
if by_name == owner then with_fire = false end
local pos = self.object:get_pos()
local rot = self.object:get_rotation()
local trunk_slots = self._trunk_slots
local inv_id = self._inv_id
if pos == nil then return end
if owner and self._vehicle_name then
minetest.log("action", "airutils: The player "..owner.." had it's "..self._vehicle_name.." destroyed at position x="..math.floor(pos.x).." y="..math.floor(pos.y).." z="..math.floor(pos.z))
else
minetest.log("action", "airutils: An airplane was destroyed at position x="..math.floor(pos.x).." y="..math.floor(pos.y).." z="..math.floor(pos.z))
end
if self.sound_handle then
minetest.sound_stop(self.sound_handle)
self.sound_handle = nil
end
--remove the passengers first
local max_seats = table.getn(self._seats)
for i = max_seats,2,-1
do
if self._passengers[i] then
local passenger = minetest.get_player_by_name(self._passengers[i])
if passenger then airutils.dettach_pax(self, passenger) end
end
end
if self.driver_name then
-- detach the driver
local player = minetest.get_player_by_name(self.driver_name)
airutils.dettachPlayer(self, player)
end
if by_automation == false then
airutils.add_destruction_effects(pos, 5, with_fire)
end
airutils.seats_destroy(self)
if self._destroy_parts_method then
self._destroy_parts_method(self)
end
if by_automation == false then
local destroyed_ent = nil
if self._destroyed_ent then
destroyed_ent = self._destroyed_ent
end
--if dont have a destroyed version, destroy the inventory
if not destroyed_ent then
airutils.destroy_inventory(self)
spawn_drops(self, pos)
else
if not with_fire then --or by the owner itself
airutils.destroy_inventory(self)
spawn_drops(self, pos)
end
end
else
airutils.destroy_inventory(self)
end
self.object:remove()
if airutils.blast_damage == true and with_fire == true and by_automation == false then
airutils.add_blast_damage(pos, 7, 10)
if destroyed_ent then
local dest_ent = minetest.add_entity(pos, destroyed_ent)
if dest_ent then
local ent = dest_ent:get_luaentity()
if ent then
ent.owner = owner
ent._inv_id = inv_id
ent._trunk_slots = trunk_slots
ent._game_time = minetest.get_gametime()
dest_ent:set_yaw(rot.y)
end
end
end
end
end
function airutils.testImpact(self, velocity, position)
if self.hp_max < 0 then --if acumulated damage is greater than 50, adieu
airutils.destroy(self)
end
if velocity == nil then return end
local impact_speed = 2
local p = position --self.object:get_pos()
local collision = false
if self._last_vel == nil then return end
local touch_point = self.initial_properties.collisionbox[2]-0.5
--lets calculate the vertical speed, to avoid the bug on colliding on floor with hard lag
if math.abs(velocity.y - self._last_vel.y) > impact_speed then
local noded = airutils.nodeatpos(airutils.pos_shift(p,{y=touch_point}))
if (noded and noded.drawtype ~= 'airlike') then
collision = true
else
self.object:set_velocity(self._last_vel)
--self.object:set_acceleration(self._last_accell)
--self.object:set_velocity(vector.add(velocity, vector.multiply(self._last_accell, self.dtime/8)))
end
end
local impact = math.abs(airutils.get_hipotenuse_value(velocity, self._last_vel))
local vertical_impact = math.abs(velocity.y - self._last_vel.y)
--minetest.chat_send_all('impact: '.. impact .. ' - hp: ' .. self.hp_max)
if impact > impact_speed then
--minetest.chat_send_all('impact: '.. impact .. ' - hp: ' .. self.hp_max)
if self.colinfo then
collision = self.colinfo.collides
end
end
if self._last_water_touch == nil then self._last_water_touch = 3 end
if self._last_water_touch <= 3 then self._last_water_touch = self._last_water_touch + self.dtime end
if impact > 0.2 and self._longit_speed > 0.6 and self._last_water_touch >=3 then
local noded = airutils.nodeatpos(airutils.pos_shift(p,{y=touch_point}))
if (noded and noded.drawtype ~= 'airlike') then
if noded.drawtype == 'liquid' then
self._last_water_touch = 0
minetest.sound_play("airutils_touch_water", {
--to_player = self.driver_name,
object = self.object,
max_hear_distance = 15,
gain = 1.0,
fade = 0.0,
pitch = 1.0,
}, true)
return
end
end
end
if self._last_touch == nil then self._last_touch = 1 end
if self._last_touch <= 1 then self._last_touch = self._last_touch + self.dtime end
if vertical_impact > 1.0 and self._longit_speed > self._min_speed/2 and self._last_touch >= 1 then
local noded = airutils.nodeatpos(airutils.pos_shift(p,{y=touch_point}))
if (noded and noded.drawtype ~= 'airlike') and (noded.drawtype ~= 'liquid') then
self._last_touch = 0
if not self._ground_friction then self._ground_friction = 0.99 end
if self._ground_friction > 0.97 and self.wheels then
minetest.sound_play("airutils_touch", {
--to_player = self.driver_name,
object = self.object,
max_hear_distance = 15,
gain = 1.0,
fade = 0.0,
pitch = 1.0,
}, true)
else
minetest.sound_play("airutils_collision", {
--to_player = self.driver_name,
object = self.object,
max_hear_distance = 15,
gain = 1.0,
fade = 0.0,
pitch = 1.0,
}, true)
end
end
end
--damage by speed
if self._speed_not_exceed then
if self._last_speed_damage_time == nil then self._last_speed_damage_time = 0 end
self._last_speed_damage_time = self._last_speed_damage_time + self.dtime
if self._last_speed_damage_time > 2 then self._last_speed_damage_time = 2 end
if math.abs(self._longit_speed) > self._speed_not_exceed and self._last_speed_damage_time >= 2 then
self._last_speed_damage_time = 0
minetest.sound_play("airutils_collision", {
--to_player = self.driver_name,
object = self.object,
max_hear_distance = 15,
gain = 1.0,
fade = 0.0,
pitch = 1.0,
}, true)
self.hp_max = self.hp_max - self._damage_by_wind_speed
if self.driver_name then
local player_name = self.driver_name
airutils.setText(self, self._vehicle_name)
end
if self.hp_max < 0 then --if acumulated damage is greater than 50, adieu
airutils.destroy(self)
end
end
end
if collision then
local damage = impact/2 --default for basic planes and trainers
if self._hard_damage then
damage = impact*3
--check if the impact was on landing gear area
--[[if math.abs(impact - vertical_impact) < (impact*0.1) and --vert speed difference less than 10% of total
math.abs(math.deg(self.object:get_rotation().x)) < 20 and --nose angle between +20 and -20 degrees
self._longit_speed < (self._min_speed*2) then --longit speed less than the double of min speed
self._longit_speed > (self._min_speed/2) then --longit speed bigger than the half of min speed
damage = impact / 2 --if the plane was landing, the damage is mainly on landing gear, so lets reduce the damage
end]]--
--end check
if math.abs(math.deg(self.object:get_rotation().x)) < 20 and --nose angle between +20 and -20 degrees
self._longit_speed < (self._min_speed*2) then --longit speed less than the double of min speed
damage = impact / 2 --if the plane was landing, the damage is mainly on landing gear, so lets reduce the damage
local new_vel = self.object:get_velocity()
new_vel.y = 0
self.object:set_velocity(new_vel) --TODO something is causing the plane to explode after a shaking, so I'm reseting the speed until I discover the bug
end
end
self.hp_max = self.hp_max - damage --subtract the impact value directly to hp meter
minetest.sound_play(self._collision_sound, {
--to_player = self.driver_name,
object = self.object,
max_hear_distance = 15,
gain = 1.0,
fade = 0.0,
pitch = 1.0,
}, true)
--stop engine
if damage > 7 then
self._power_lever = 0
self._engine_running = false
end
airutils.setText(self, self._vehicle_name)
if self.driver_name then
local player_name = self.driver_name
--minetest.chat_send_all('damage: '.. damage .. ' - hp: ' .. self.hp_max)
if self.hp_max < 0 then --adieu
airutils.destroy(self)
end
local player = minetest.get_player_by_name(player_name)
if player then
if player:get_hp() > 0 then
local hurt_by_impact_divisor = 0.5 --less is more
if self.hp_max > 0 then hurt_by_impact_divisor = 4 end
player:set_hp(player:get_hp()-(damage/hurt_by_impact_divisor))
end
end
if self._passenger ~= nil then
local passenger = minetest.get_player_by_name(self._passenger)
if passenger then
if passenger:get_hp() > 0 then
passenger:set_hp(passenger:get_hp()-(damage/2))
end
end
end
end
end
end
--this method checks for a disconected player who comes back
function airutils.rescueConnectionFailedPassengers(self)
if self._disconnection_check_time == nil then self._disconnection_check_time = 1 end
self._disconnection_check_time = self._disconnection_check_time + self.dtime
if not self._passengers_base then return end
local max_seats = table.getn(self._passengers_base)
if self._disconnection_check_time > 1 then
--minetest.chat_send_all(dump(self._passengers))
self._disconnection_check_time = 0
for i = max_seats,1,-1
do
if self._passengers[i] then
local player = minetest.get_player_by_name(self._passengers[i])
if player then --we have a player!
if player:get_attach() == nil then
--if player_api.player_attached[self._passengers[i]] == nil then --but isn't attached?
--minetest.chat_send_all("okay")
if player:get_hp() > 0 then
self._passengers[i] = nil --clear the slot first
do_attach(self, player, i) --attach
end
end
end
end
end
end
end
function airutils.checkattachBug(self)
-- for some engine error the player can be detached from the submarine, so lets set him attached again
local have_driver = (self.driver_name ~= nil)
if have_driver then
-- attach the driver again
local player = minetest.get_player_by_name(self.driver_name)
if player then
if player:get_hp() > 0 then
if player:get_attach() == nil then
airutils.attach(self, player, self._instruction_mode)
end
else
airutils.dettachPlayer(self, player)
end
else
if (self._passenger ~= nil or self.co_pilot ~= nil) and self._command_is_given == false then
self._autopilot = false
airutils.transfer_control(self, true)
end
end
end
end
function airutils.engineSoundPlay(self)
--sound
if self.sound_handle then minetest.sound_stop(self.sound_handle) end
if self.object then
local pitch_adjust = 0.5 + ((self._power_lever/100)/2)
self.sound_handle = minetest.sound_play({name = self._engine_sound},
{object = self.object, gain = 2.0,
pitch = pitch_adjust,
max_hear_distance = 15,
loop = true,})
end
end
function airutils.engine_set_sound_and_animation(self)
--minetest.chat_send_all('test1 ' .. dump(self._engine_running) )
if self._engine_running then
if self._last_applied_power ~= self._power_lever and not self._autopilot then
self._last_applied_power = self._power_lever
self.object:set_animation_frame_speed(60 + self._power_lever)
airutils.engineSoundPlay(self)
end
else
if self.sound_handle then
minetest.sound_stop(self.sound_handle)
self.sound_handle = nil
self.object:set_animation_frame_speed(0)
end
end
end
function airutils.add_paintable_part(self, entity_ref)
if not self._paintable_parts then self._paintable_parts = {} end
table.insert(self._paintable_parts, entity_ref:get_luaentity())
end
function airutils.set_param_paint(self, puncher, itmstck, mode)
mode = mode or 1
local item_name = ""
if itmstck then item_name = itmstck:get_name() end
if item_name == "automobiles_lib:painter" or item_name == "bike:painter" then
self._skin = ""
--painting with bike painter
local meta = itmstck:get_meta()
local colour = meta:get_string("paint_color")
local colstr = self._color
local colstr_2 = self._color_2
if mode == 1 then colstr = colour end
if mode == 2 then colstr_2 = colour end
airutils.param_paint(self, colstr, colstr_2)
return true
else
--painting with dyes
local split = string.split(item_name, ":")
local color, indx, _
if split[1] then _,indx = split[1]:find('dye') end
if indx then
self._skin = ""
--[[for clr,_ in pairs(airutils.colors) do
local _,x = split[2]:find(clr)
if x then color = clr end
end]]--
--lets paint!!!!
local color = (item_name:sub(indx+1)):gsub(":", "")
local colstr = self._color
local colstr_2 = self._color_2
if mode == 1 then colstr = airutils.colors[color] end
if mode == 2 then colstr_2 = airutils.colors[color] end
--minetest.chat_send_all(color ..' '.. dump(colstr))
--minetest.chat_send_all(dump(airutils.colors))
if colstr then
airutils.param_paint(self, colstr, colstr_2)
itmstck:set_count(itmstck:get_count()-1)
if puncher ~= nil then puncher:set_wielded_item(itmstck) end
return true
end
-- end painting
end
end
return false
end
local function _paint(self, l_textures, colstr, paint_list, mask_associations)
paint_list = paint_list or self._painting_texture
mask_associations = mask_associations or self._mask_painting_associations
for _, texture in ipairs(l_textures) do
for i, texture_name in ipairs(paint_list) do --textures list
local indx = texture:find(texture_name)
if indx then
l_textures[_] = texture_name.."^[multiply:".. colstr --paint it normally
local mask_texture = mask_associations[texture_name] --check if it demands a maks too
--minetest.chat_send_all(texture_name .. " -> " .. dump(mask_texture))
if mask_texture then --so it then
l_textures[_] = "("..l_textures[_]..")^("..texture_name.."^[mask:"..mask_texture..")" --add the mask
end
end
end
end
return l_textures
end
local function _set_skin(self, l_textures, paint_list, target_texture, skin)
skin = skin or self._skin
paint_list = paint_list or self._painting_texture
target_texture = target_texture or self._skin_target_texture
if not target_texture then return l_textures end
for _, texture in ipairs(l_textures) do
for i, texture_name in ipairs(paint_list) do --textures list
local indx = texture:find(target_texture)
if indx then
l_textures[_] = l_textures[_].."^"..skin --paint it normally
end
end
end
return l_textures
end
local function set_prefix(self, l_textures)
--to reduce cpu processing, put the prefix here
if airutils._use_signs_api then
for _, texture in ipairs(l_textures) do
local indx = texture:find('airutils_name_canvas.png')
if indx then
l_textures[_] = "airutils_name_canvas.png^"..airutils.convert_text_to_texture(self._ship_name, self._name_color or 0, self._name_hor_aligment or 3.0)
end
end
end
return l_textures
end
--painting
function airutils.param_paint(self, colstr, colstr_2)
colstr_2 = colstr_2 or colstr
if not self then return end
if self._skin ~= nil and self._skin ~= "" then
local l_textures = self.initial_properties.textures
l_textures = _set_skin(self, l_textures, self._painting_texture, self._skin_target_texture, self._skin)
--to reduce cpu processing, put the prefix here
l_textures = set_prefix(self, l_textures)
self.object:set_properties({textures=l_textures})
if self._paintable_parts then --paint individual parts
for i, part_entity in ipairs(self._paintable_parts) do
local p_textures = part_entity.initial_properties.textures
p_textures = _set_skin(part_entity, p_textures, self._painting_texture, self._skin_target_texture, self._skin)
part_entity.object:set_properties({textures=p_textures})
end
end
return
end
if colstr then
self._color = colstr
self._color_2 = colstr_2
local l_textures = self.initial_properties.textures
--to reduce cpu processing, put the prefix here
l_textures = set_prefix(self, l_textures)
l_textures = _paint(self, l_textures, colstr) --paint the main plane
l_textures = _paint(self, l_textures, colstr_2, self._painting_texture_2) --paint the main plane
self.object:set_properties({textures=l_textures})
if self._paintable_parts then --paint individual parts
for i, part_entity in ipairs(self._paintable_parts) do
local p_textures = part_entity.initial_properties.textures
p_textures = _paint(part_entity, p_textures, colstr, self._painting_texture, self._mask_painting_associations)
p_textures = _paint(part_entity, p_textures, colstr_2, self._painting_texture_2, self._mask_painting_associations)
part_entity.object:set_properties({textures=p_textures})
end
end
end
end
function airutils.paint_with_mask(self, colstr, target_texture, mask_texture)
if colstr then
self._color = colstr
self._det_color = mask_colstr
local l_textures = self.initial_properties.textures
for _, texture in ipairs(l_textures) do
local indx = texture:find(target_texture)
if indx then
--"("..target_texture.."^[mask:"..mask_texture..")"
l_textures[_] = "("..target_texture.."^[multiply:".. colstr..")^("..target_texture.."^[mask:"..mask_texture..")"
end
end
self.object:set_properties({textures=l_textures})
end
end
function airutils.pid_controller(current_value, setpoint, last_error, d_time, kp, ki, kd)
kp = kp or 0
ki = ki or 0.00000000000001
kd = kd or 0.005
local ti = kp/ki
local td = kd/kp
local delta_t = d_time
local _error = setpoint - current_value
local derivative = _error - last_error
--local output = kpv*erro + (kpv/Tiv)*I + kpv*Tdv*((erro - erro_passado)/delta_t);
if integrative == nil then integrative = 0 end
integrative = integrative + (((_error + last_error)/delta_t)/2);
local output = kp*_error + (kp/ti)*integrative + kp * td*((_error - last_error)/delta_t)
last_error = _error
return output, last_error
end
function airutils.add_smoke_trail(self, smoke_type)
smoke_type = smoke_type or 1
local smoke_texture = "airutils_smoke.png"
if smoke_type == 2 then
smoke_texture = "airutils_smoke.png^[multiply:#020202"
end
if self._curr_smoke_type ~= smoke_type then
self._curr_smoke_type = smoke_type
if self._smoke_spawner then
minetest.delete_particlespawner(self._smoke_spawner)
self._smoke_spawner = nil
end
end
if self._smoke_spawner == nil then
local radius = 1
self._smoke_spawner = minetest.add_particlespawner({
amount = 3,
time = 0,
--minpos = vector.subtract(pos, radius / 2),
--maxpos = vector.add(pos, radius / 2),
minvel = {x = -1, y = -1, z = -1},
maxvel = {x = 1, y = 5, z = 1},
minacc = vector.new(),
maxacc = vector.new(),
attached = self.object,
minexptime = 3,
maxexptime = 5.5,
minsize = 10,
maxsize = 15,
texture = smoke_texture,
})
end
end
function airutils.add_destruction_effects(pos, radius, w_fire)
if pos == nil then return end
w_fire = w_fire
if w_fire == nil then w_fire = true end
local node = airutils.nodeatpos(pos)
local is_liquid = false
if (node.drawtype == 'liquid' or node.drawtype == 'flowingliquid') then is_liquid = true end
minetest.sound_play("airutils_explode", {
pos = pos,
max_hear_distance = 100,
gain = 2.0,
fade = 0.0,
pitch = 1.0,
}, true)
if is_liquid == false and w_fire == true then
minetest.add_particle({
pos = pos,
velocity = vector.new(),
acceleration = vector.new(),
expirationtime = 0.4,
size = radius * 10,
collisiondetection = false,
vertical = false,
texture = "airutils_boom.png",
glow = 15,
})
minetest.add_particlespawner({
amount = 32,
time = 0.5,
minpos = vector.subtract(pos, radius / 2),
maxpos = vector.add(pos, radius / 2),
minvel = {x = -10, y = -10, z = -10},
maxvel = {x = 10, y = 10, z = 10},
minacc = vector.new(),
maxacc = vector.new(),
minexptime = 1,
maxexptime = 2.5,
minsize = radius * 3,
maxsize = radius * 5,
texture = "airutils_boom.png",
})
end
minetest.add_particlespawner({
amount = 64,
time = 1.0,
minpos = vector.subtract(pos, radius / 2),
maxpos = vector.add(pos, radius / 2),
minvel = {x = -10, y = -10, z = -10},
maxvel = {x = 10, y = 10, z = 10},
minacc = vector.new(),
maxacc = vector.new(),
minexptime = 1,
maxexptime = 2.5,
minsize = radius * 3,
maxsize = radius * 5,
texture = "airutils_smoke.png",
})
end
function airutils.add_blast_damage(pos, radius, damage_cal)
if not pos then return end
radius = radius or 10
damage_cal = damage_cal or 4
local objs = minetest.get_objects_inside_radius(pos, radius)
for _, obj in pairs(objs) do
local obj_pos = obj:get_pos()
local dist = math.max(1, vector.distance(pos, obj_pos))
local damage = (damage_cal / dist) * radius
if obj:is_player() then
obj:set_hp(obj:get_hp() - damage)
else
local luaobj = obj:get_luaentity()
-- object might have disappeared somehow
if luaobj then
local do_damage = true
local do_knockback = true
local entity_drops = {}
local objdef = minetest.registered_entities[luaobj.name]
if objdef and objdef.on_blast then
do_damage, do_knockback, entity_drops = objdef.on_blast(luaobj, damage)
end
if do_knockback then
local obj_vel = obj:get_velocity()
end
if do_damage then
obj:punch(obj, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = damage},
}, nil)
end
for _, item in pairs(entity_drops) do
add_drop(drops, item)
end
end
end
end
--lets light some bombs
if airutils.is_minetest then
local pr = PseudoRandom(os.time())
for z = -radius, radius do
for y = -radius, radius do
for x = -radius, radius do
-- remove the nodes
local r = vector.length(vector.new(x, y, z))
if (radius * radius) / (r * r) >= (pr:next(80, 125) / 100) then
local p = {x = pos.x + x, y = pos.y + y, z = pos.z + z}
local node = minetest.get_node(p).name
if node == "tnt:tnt" then minetest.set_node(p, {name = "tnt:tnt_burning"}) end
end
end
end
end
end
end
function airutils.start_engine(self)
if self._engine_running then
self._engine_running = false
self._autopilot = false
self._power_lever = 0 --zero power
self._last_applied_power = 0 --zero engine
elseif self._engine_running == false and self._energy > 0 then
local curr_health_percent = (self.hp_max * 100)/self._max_plane_hp
if curr_health_percent > 20 then
self._engine_running = true
self._last_applied_power = -1 --send signal to start
else
if self.driver_name then
minetest.chat_send_player(self.driver_name,core.colorize('#ff0000', S(" >>> The engine is damaged, start procedure failed.")))
end
end
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
function airutils.camera_reposition(player, pitch, roll)
local new_eye_offset = player:get_eye_offset()
if roll < -0.4 then roll = -0.4 end
if roll > 0.4 then roll = 0.4 end
local player_properties = player:get_properties()
local eye_y = -5
if airutils.detect_player_api(player) == 1 then
--minetest.chat_send_all("1")
eye_y = 0.5
end
if airutils.detect_player_api(player) == 2 then
--minetest.chat_send_all("2")
eye_y = -5
end
local z, y = airutils.get_xz_from_hipotenuse(0, eye_y, pitch, player_properties.eye_height)
new_eye_offset.z = z*7
new_eye_offset.y = y*1.5
local x, _ = airutils.get_xz_from_hipotenuse(0, eye_y, roll, player_properties.eye_height)
new_eye_offset.x = -x*15
return new_eye_offset
end
function airutils.seats_create(self)
if self.object then
local pos = self.object:get_pos()
self._passengers_base = {}
if self._seats then
local max_seats = table.getn(self._seats)
for i=1, max_seats do
self._passengers_base[i] = minetest.add_entity(pos,'airutils:seat_base')
if not self._seats_rot then
self._passengers_base[i]:set_attach(self.object,'',self._seats[i],{x=0,y=0,z=0})
else
self._passengers_base[i]:set_attach(self.object,'',self._seats[i],{x=0,y=self._seats_rot[i],z=0})
end
end
self.pilot_seat_base = self._passengers_base[1] --sets pilot seat reference
if self._have_copilot and self._passengers_base[2] then
self.co_pilot_seat_base = self._passengers_base[2] --sets copilot seat reference
end
end
end
end
function airutils.seat_create(self, index)
if self.object then
local pos = self.object:get_pos()
if not self._passengers_base then
self._passengers_base = {}
if self._seats then
local max_seats = table.getn(self._seats)
for i=1, max_seats do
self._passengers_base[i] = 0
end
end
end
if self._passengers_base[index] == 0 then
if self._seats then
local max_seats = table.getn(self._seats)
for i=1, max_seats do
if i == index then
self._passengers_base[i] = minetest.add_entity(pos,'airutils:seat_base')
local rot = self._seats_rot[i] or 0
self._passengers_base[i]:set_attach(self.object,'',self._seats[i],{x=0,y=rot,z=0})
break
end
end
end
end
end
end
function airutils.seats_update(self)
if self.object then
local pos = self.object:get_pos()
if self._passengers_base then
local max_seats = table.getn(self._passengers_base)
for i=1, max_seats do
if self._passengers_base[i] then
if not self._seats_rot then
self._passengers_base[i]:set_attach(self.object,'',self._seats[i],{x=0,y=0,z=0})
else
self._passengers_base[i]:set_attach(self.object,'',self._seats[i],{x=0,y=self._seats_rot[i],z=0})
end
end
end
end
end
end
function airutils.seats_destroy(self)
local max_seats = table.getn(self._seats)
for i=1, max_seats do
if self._passengers_base and self._passengers_base[i] then
if self._passengers_base[i] ~= 0 then self._passengers_base[i]:remove() end
end
end
end
function airutils.flap_on(self)
if not self._wing_angle_extra_flaps then
self._flap = false
self._wing_configuration = self._wing_angle_of_attack
return
end
if self._wing_angle_extra_flaps == nil then self._wing_angle_extra_flaps = 0 end --if not, just keep the same as normal angle of attack
local flap_limit = 15
if self._flap_limit then flap_limit = self._flap_limit end
self._wing_configuration = self._wing_angle_of_attack + self._wing_angle_extra_flaps
if flap_limit >= 0 then
for i = 0,flap_limit do
minetest.after(0.02*i, function()
self.object:set_bone_position("flap.l", {x=0, y=0, z=0}, {x=-i, y=0, z=0})
self.object:set_bone_position("flap.r", {x=0, y=0, z=0}, {x=-i, y=0, z=0})
end)
end
else
for i = flap_limit,0 do
minetest.after(0.02*-i, function()
self.object:set_bone_position("flap.l", {x=0, y=0, z=0}, {x=-i, y=0, z=0})
self.object:set_bone_position("flap.r", {x=0, y=0, z=0}, {x=-i, y=0, z=0})
end)
end
--self.object:set_bone_position("flap.l", {x=0, y=0, z=0}, {x=-flap_limit, y=0, z=0})
--self.object:set_bone_position("flap.r", {x=0, y=0, z=0}, {x=-flap_limit, y=0, z=0})
end
end
function airutils.flap_off(self)
self._wing_configuration = self._wing_angle_of_attack
local flap_limit = 15
if self._flap_limit then flap_limit = self._flap_limit end
if flap_limit >= 0 then
for i = 0,flap_limit do
minetest.after(0.01*i, function()
self.object:set_bone_position("flap.l", {x=0, y=0, z=0}, {x=-flap_limit+i, y=0, z=0})
self.object:set_bone_position("flap.r", {x=0, y=0, z=0}, {x=-flap_limit+i, y=0, z=0})
end)
end
else
for i = flap_limit,0 do
minetest.after(0.01*-i, function()
self.object:set_bone_position("flap.l", {x=0, y=0, z=0}, {x=-flap_limit+i, y=0, z=0})
self.object:set_bone_position("flap.r", {x=0, y=0, z=0}, {x=-flap_limit+i, y=0, z=0})
end)
end
--self.object:set_bone_position("flap.l", {x=0, y=0, z=0}, {x=0, y=0, z=0})
--self.object:set_bone_position("flap.r", {x=0, y=0, z=0}, {x=0, y=0, z=0})
end
end
function airutils.flap_operate(self, player)
if self._flap == false then
minetest.chat_send_player(player:get_player_name(), S(">>> Flap down"))
self._flap = true
airutils.flap_on(self)
minetest.sound_play("airutils_collision", {
object = self.object,
max_hear_distance = 15,
gain = 1.0,
fade = 0.0,
pitch = 0.5,
}, true)
else
minetest.chat_send_player(player:get_player_name(), S(">>> Flap up"))
self._flap = false
airutils.flap_off(self)
minetest.sound_play("airutils_collision", {
object = self.object,
max_hear_distance = 15,
gain = 1.0,
fade = 0.0,
pitch = 0.7,
}, true)
end
end
local function do_attach(self, player, slot)
if slot == 0 then return end
if self._passengers[slot] == nil then
local name = player:get_player_name()
--minetest.chat_send_all(self.driver_name)
self._passengers[slot] = name
airutils.seat_create(self, slot)
player:set_attach(self._passengers_base[slot], "", {x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
local eye_y = -4
if airutils.detect_player_api(player) == 1 then
eye_y = 2.5
end
player:set_eye_offset({x = 0, y = eye_y, z = 2}, {x = 0, y = 3, z = -30})
sit_player(player, name)
end
end
function airutils.landing_lights_operate(self)
if self._last_light_move == nil then self._last_light_move = 0.15 end
self._last_light_move = self._last_light_move + self.dtime
if self._last_light_move > 0.15 then
self._last_light_move = 0
if self._land_light == true and self._engine_running == true then
self._light_active_time = self._light_active_time + self.dtime
--minetest.chat_send_all(self._light_active_time)
if self._light_active_time > 24 then self._land_light = false end
airutils.put_light(self)
else
self._land_light = false
self._light_active_time = 0
airutils.remove_light(self)
end
end
end
function airutils.get_adf_angle(self, pos)
local adf = 0
if self._adf == true then
if airutils.getAngleFromPositions and self._adf_destiny then
adf = airutils.getAngleFromPositions(pos, self._adf_destiny)
adf = -(adf + math.deg(self._yaw))
end
end
return adf
end
function airutils.destroyed_save_static_data(self)
return minetest.serialize(
{
stored_owner = self.owner,
stored_slots = self._trunk_slots,
stored_inv_id = self._inv_id,
stored_game_time = self._game_time,
}
)
end
function airutils.destroyed_on_activate(self, staticdata, dtime_s)
local pos = self.object:get_pos()
if staticdata ~= "" and staticdata ~= nil then
local data = minetest.deserialize(staticdata) or {}
self.owner = data.stored_owner
self._inv_id = data.stored_inv_id
self._trunk_slots = data.stored_slots
self._game_time = data.stored_game_time
end
local inv = minetest.get_inventory({type = "detached", name = self._inv_id})
-- if the game was closed the inventories have to be made anew, instead of just reattached
if inv then
self._inv = inv
end
airutils.set_acceleration(self.object,{x=0,y=airutils.gravity,z=0})
self.object:set_bone_position("elevator", self._elevator_pos, {x=-170, y=0, z=0})
end
local function check_shared_by_time(self)
local shared_by_time = false
if self._game_time then
--check if it was created in the last 20 minutes (1200 seconds)
if minetest.get_gametime() - self._game_time >= 1200 then shared_by_time = true end
end
return shared_by_time
end
function airutils.destroyed_open_inventory(self, clicker)
local message = ""
if not clicker or not clicker:is_player() then
return
end
local name = clicker:get_player_name()
if self.owner == "" then
self.owner = name
end
local shared_by_time = check_shared_by_time(self)
if name == self.owner or shared_by_time then
if not self._inv then
airutils.create_inventory(self, self._trunk_slots)
end
airutils.show_vehicle_trunk_formspec(self, clicker, self._trunk_slots)
else
minetest.chat_send_player(name, core.colorize('#ff0000', S('>>> You cannot claim this scrap yet, wait some minutes.')))
end
end
function airutils.destroyed_on_punch(self, puncher, ttime, toolcaps, dir, damage)
if not puncher or not puncher:is_player() then
return
end
local name = puncher:get_player_name()
local shared_by_time = check_shared_by_time(self)
local pos = self.object:get_pos()
local is_admin = false
is_admin = minetest.check_player_privs(puncher, {server=true})
if shared_by_time == false then
if self.owner and self.owner ~= name and self.owner ~= "" then
if is_admin == false then return end
end
end
minetest.sound_play("airutils_collision", {
object = self.object,
max_hear_distance = 5,
gain = 1.0,
fade = 0.0,
pitch = 1.0,
})
spawn_drops(self, pos)
airutils.destroy_inventory(self)
self.object:remove()
end