elevator/init.lua

351 lines
13 KiB
Lua

-- Detect optional mods.
local armor_path = minetest.get_modpath("3d_armor")
-- global runtime storage for data and references
-- contains .motors loaded from mod storage
-- runtime variables and api functions
elevator = {
SPEED = tonumber(minetest.settings:get("elevator_speed")) or 10, -- Initial speed of a box.
ACCEL = tonumber(minetest.settings:get("elevator_accel")) or 0.1, -- Acceleration of a box.
VISUAL_INCREASE = 1.75,
VERSION = 8, -- Elevator interface/database version.
PTIMEOUT = tonumber(minetest.settings:get("elevator_time")) or 120, -- Maximum time a box can go without players nearby.
SLOW_DIST = tonumber(minetest.settings:get("elevator_slow_dist")) or 16,
SLOW_SPEED_FACTOR = tonumber(minetest.settings:get("elevator_slow_speed_factor")) or 0.11,
boxes = {}, -- Elevator boxes in action.
lastboxes = {}, -- Player near box timeout.
riding = {}, -- Players riding boxes.
formspecs = {}, -- Player formspecs.
}
local MP = minetest.get_modpath(minetest.get_current_modname())
dofile(MP .. "/helpers.lua")
dofile(MP .. "/storage.lua")
dofile(MP .. "/crafts.lua")
dofile(MP .. "/components.lua")
dofile(MP .. "/hooks.lua")
dofile(MP .. "/formspecs.lua")
local phash = elevator.phash
local punhash = elevator.punhash
local get_node = elevator.get_node
-- Cause <sender> to ride <motorhash> beginning at <pos> and targetting <target>.
elevator.create_box = function(motorhash, pos, target, sender)
-- First create the box.
local obj = minetest.add_entity(pos, "elevator:box")
obj:set_pos(pos)
-- Attach the player.
sender:set_pos(pos)
sender:set_attach(obj, "", {x=0, y=9, z=0}, {x=0, y=0, z=0})
sender:set_eye_offset({x=0, y=-9, z=0},{x=0, y=-9, z=0})
sender:set_properties({visual_size = {x=elevator.VISUAL_INCREASE, y=elevator.VISUAL_INCREASE}})
if armor_path then
armor:update_player_visuals(sender)
end
-- Set the box properties.
obj:get_luaentity().motor = motorhash
obj:get_luaentity().uid = math.floor(math.random() * 1000000)
obj:get_luaentity().attached = sender:get_player_name()
obj:get_luaentity().start = pos
obj:get_luaentity().target = target
obj:get_luaentity().halfway = {x=pos.x, y=(pos.y+target.y)/2, z=pos.z}
obj:get_luaentity().vmult = (target.y < pos.y) and -1 or 1
-- FIX for "overshooting"
local delta_y = math.abs(pos.y - target.y)
local speed = elevator.SPEED
if delta_y < elevator.SLOW_DIST then
speed = elevator.SPEED * elevator.SLOW_SPEED_FACTOR
end
-- Set the speed.
obj:set_velocity({x=0, y=speed*obj:get_luaentity().vmult, z=0})
obj:set_acceleration({x=0, y=elevator.ACCEL*obj:get_luaentity().vmult, z=0})
-- Set the tables.
elevator.boxes[motorhash] = obj
elevator.riding[sender:get_player_name()] = {
motor = motorhash,
pos = pos,
target = target,
box = obj,
}
return obj
end
-- Starting from <pos>, locate a motor hash.
elevator.locate_motor = function(pos)
local p = vector.new(pos)
while true do
local node = get_node(p)
if node.name == "elevator:elevator_on" or node.name == "elevator:elevator_off" then
p.y = p.y + 2
elseif node.name == "elevator:shaft" then
p.y = p.y + 1
elseif node.name == "elevator:motor" then
return phash(p)
else
return nil
end
end
end
elevator.build_motor = function(hash)
local need_saving = false
local motor = elevator.motors[hash]
-- Just ignore motors that don't exist.
if not motor then
return
end
local p = punhash(hash)
-- And ignore motors that aren't motors.
if get_node(p).name ~= "elevator:motor" then
return
end
p.y = p.y - 1
motor.elevators = {}
motor.pnames = {}
motor.labels = {}
-- Run down through the shaft, storing information about elevators.
while true do
local next_node = get_node(p)
if next_node.name == "elevator:shaft" then
-- Shaft, just keep going down.
p.y = p.y - 1
else
-- Wasn't shaft. Go down one, to skip placeholders, and then test for elevators.
p.y = p.y - 1
local elevator_node = get_node(p)
if elevator_node.name == "elevator:elevator_on" or elevator_node.name == "elevator:elevator_off" then
-- Was elevator, insert into table and continue.
table.insert(motor.elevators, phash(p))
table.insert(motor.pnames, tostring(p.y))
table.insert(motor.labels, "")
p.y = p.y - 1
need_saving = true
else
-- Was no elevator, this is the end of the shaft.
break
end
end
end
-- Set the elevators fully.
for i,m in ipairs(motor.elevators) do
local pos = punhash(m)
local meta = minetest.get_meta(pos)
meta:set_int("version", elevator.VERSION)
if meta:get_string("motor") ~= hash then
elevator.build_motor(meta:get_string("motor"))
end
motor.labels[i] = meta:get_string("label")
meta:set_string("motor", hash)
if motor.labels[i] ~= meta:get_string("infotext") then
meta:set_string("infotext", motor.labels[i])
end
end
if need_saving then
elevator.save_elevator()
end
end
elevator.unbuild = function(pos, add)
local p = table.copy(pos)
p.y = p.y - 1
-- Loop down through the network, set any elevators below this to the off position.
while true do
if get_node(p).name == "elevator:shaft" then
p.y = p.y - 1
else
p.y = p.y - 1
local elevator_node = get_node(p)
if elevator_node.name == "elevator:elevator_on" or elevator_node.name == "elevator:elevator_off" then
local meta = minetest.get_meta(p)
meta:set_string("motor", "")
p.y = p.y - 1
else
break
end
end
end
-- After a short delay, build the motor and handle box removal.
minetest.after(0.01, function(p2)
if not p2 or not add then
return
end
p2.y = p2.y + add
local motorhash = elevator.locate_motor(p2)
elevator.build_motor(motorhash)
-- If there's a box below this point, break it.
if elevator.boxes[motorhash] and elevator.boxes[motorhash]:get_pos() and p2.y >= elevator.boxes[motorhash]:get_pos().y then
elevator.boxes[motorhash] = nil
end
-- If the box does not exist, just clear it.
if elevator.boxes[motorhash] and not elevator.boxes[motorhash]:get_pos() then
elevator.boxes[motorhash] = nil
end
end, table.copy(pos))
end
-- Ensure an elevator is up to the latest version.
local function upgrade_elevator(pos, meta)
if meta:get_int("version") ~= elevator.VERSION then
minetest.log("action", "[elevator] Updating elevator with old version at "..minetest.pos_to_string(pos))
minetest.after(0, function() elevator.build_motor(elevator.locate_motor(pos)) end)
meta:set_int("version", elevator.VERSION)
meta:set_string("formspec", "")
meta:set_string("infotext", meta:get_string("label"))
end
end
-- Convert off to on when applicable.
local offabm = function(pos, node)
local meta = minetest.get_meta(pos)
upgrade_elevator(pos, meta)
if not elevator.boxes[meta:get_string("motor")] and elevator.motors[meta:get_string("motor")] then
node.name = "elevator:elevator_on"
minetest.swap_node(pos, node)
end
end
minetest.register_abm({
nodenames = {"elevator:elevator_off"},
interval = 1,
chance = 1,
action = offabm,
label = "Elevator (Off)",
})
-- Convert on to off when applicable.
minetest.register_abm({
nodenames = {"elevator:elevator_on"},
interval = 1,
chance = 1,
action = function(pos, node)
local meta = minetest.get_meta(pos)
upgrade_elevator(pos, meta)
if elevator.boxes[meta:get_string("motor")] or not elevator.motors[meta:get_string("motor")] then
node.name = "elevator:elevator_off"
minetest.swap_node(pos, node)
end
end,
label = "Elevator (On)",
})
-- Remove the player from self, and teleport them to pos if specified.
local function detach(self, pos)
local player = minetest.get_player_by_name(self.attached)
local attached = player:get_attach()
if not attached or attached:get_luaentity().uid ~= self.uid then
return
end
player:set_detach()
player:set_eye_offset({x=0, y=0, z=0},{x=0, y=0, z=0})
player:set_properties({visual_size = {x=1, y=1}})
if armor_path then
armor:update_player_visuals(player)
end
if pos then
player:set_pos(pos)
minetest.after(0.1, function(pl, p)
pl:set_pos(p)
end, player, pos)
end
elevator.riding[self.attached] = nil
end
local box_entity = {
physical = false,
collisionbox = {0,0,0,0,0,0},
visual = "wielditem",
visual_size = {x=1, y=1},
textures = {"elevator:elevator_box"},
attached = "",
motor = false,
target = false,
start = false,
lastpos = false,
halfway = false,
vmult = 0,
on_activate = function(self, staticdata)
-- Don't want the box being destroyed by anything except the elevator system.
self.object:set_armor_groups({immortal=1})
end,
on_step = function(self, dtime)
local pos = self.object:get_pos()
-- First, check if this box needs removed.
-- If the motor has a box and it isn't this box.
if elevator.boxes[self.motor] and elevator.boxes[self.motor] ~= self.object then
minetest.log("action", "[elevator] "..minetest.pos_to_string(pos).." broke due to duplication.")
self.object:remove()
return
end
-- If our attached player can't be found.
if not minetest.get_player_by_name(self.attached) then
minetest.log("action", "[elevator] "..minetest.pos_to_string(pos).." broke due to lack of attachee logged in.")
self.object:remove()
elevator.boxes[self.motor] = nil
return
end
-- If our attached player is no longer with us.
if not minetest.get_player_by_name(self.attached):get_attach() or minetest.get_player_by_name(self.attached):get_attach():get_luaentity().uid ~= self.uid then
minetest.log("action", "[elevator] "..minetest.pos_to_string(pos).." broke due to lack of attachee.")
self.object:remove()
elevator.boxes[self.motor] = nil
return
end
-- If our motor's box is nil, we should self-destruct.
if not elevator.boxes[self.motor] then
minetest.log("action", "[elevator] "..minetest.pos_to_string(pos).." broke due to nil entry in boxes.")
detach(self)
self.object:remove()
elevator.boxes[self.motor] = nil
return
end
minetest.get_player_by_name(self.attached):set_pos(pos)
-- Ensure lastpos is set to something.
self.lastpos = self.lastpos or pos
-- Loop through all travelled nodes.
for y=self.lastpos.y,pos.y,((self.lastpos.y > pos.y) and -0.3 or 0.3) do
local p = vector.round({x=pos.x, y=y, z=pos.z})
local node = get_node(p)
if vector.distance(p,self.target) < elevator.SLOW_DIST then
self.object:set_velocity({x=0, y=elevator.SPEED*elevator.SLOW_SPEED_FACTOR*self.vmult, z=0})
end
if node.name == "elevator:elevator_on" or node.name == "elevator:elevator_off" then
-- If this is our target, detach the player here, destroy this box, and update the target elevator without waiting for the abm.
if vector.distance(p, self.target) < 1 then
minetest.log("action", "[elevator] "..minetest.pos_to_string(p).." broke due to arrival.")
detach(self, vector.add(self.target, {x=0, y=-0.4, z=0}))
self.object:remove()
elevator.boxes[self.motor] = nil
offabm(self.target, node)
return
end
elseif node.name ~= "elevator:shaft" then
-- Check if we're in the top part of an elevator, if so it's fine.
local below = vector.add(p, {x=0,y=-1,z=0})
local belownode = get_node(below)
if belownode.name ~= "elevator:elevator_on" and belownode.name ~= "elevator:elevator_off" then
-- If we aren't, then break the box.
minetest.log("action", "[elevator] "..minetest.pos_to_string(p).." broke on "..node.name)
elevator.boxes[self.motor] = nil
detach(self, p)
self.object:remove()
return
end
end
end
self.lastpos = pos
end,
}
minetest.register_entity("elevator:box", box_entity)