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