minetest/data/scripts/objects/test/server.lua
Perttu Ahola be32adc872 updated scripting api a bit
--HG--
rename : data/luaobjects/test/client.lua => data/scripts/objects/test/client.lua
rename : data/luaobjects/test/server.lua => data/scripts/objects/test/server.lua
2011-02-23 11:10:09 +02:00

323 lines
7.3 KiB
Lua

-- Server-side code of the test lua object
--
-- Some helper functions and classes
--
-- For debugging
function dump(o)
if type(o) == 'table' then
local s = '{ '
for k,v in pairs(o) do
if type(k) ~= 'number' then k = '"'..k..'"' end
s = s .. '['..k..'] = ' .. dump(v) .. ','
end
return s .. '} '
else
return tostring(o)
end
end
function table.copy(t)
local t2 = {}
for k,v in pairs(t) do
t2[k] = v
end
return t2
end
function vector_zero()
return {X=0,Y=0,Z=0}
end
function vector_subtract(a, b)
return {X=a.X-b.X, Y=a.Y-b.Y, Z=a.Z-b.Z}
end
function vector_add(a, b)
return {X=a.X+b.X, Y=a.Y+b.Y, Z=a.Z+b.Z}
end
function vector_multiply(a, d)
return {X=a.X*d, Y=a.Y*d, Z=a.Z*d}
end
function vector_copy(a)
return {X=a.X, Y=a.Y, Z=a.Z}
end
function vector_length(a)
return math.sqrt(a.X*a.X + a.Y*a.Y + a.Z*a.Z)
end
function vector_eq(a, b)
return (a.X==b.X and a.Y==b.Y and a.Z==b.Z)
end
function round(num, idp)
local mult = 10^(idp or 0)
return math.floor(num * mult + 0.5) / mult
end
function vector_snap(a)
return {X=round(a.X, 0), Y=round(a.Y, 0), Z=round(a.Z, 0)}
end
--
-- Actual code
--
CONTENT_STONE = 0
is_digger = false
counter = 0
counter2 = 0
counter3 = 0
counter4 = 0
counter_move = 0
death_counter = 0
-- This is set in on_initialize()
position = {X=0,Y=0,Z=0}
starting_position = {X=0,Y=0,Z=0}
rotation = {X=0, Y=math.random(0,360), Z=0}
y_dir = 1
temp1 = 0
speed = 1.5
main_dir = {X=0,Y=0,Z=0}
function dir_goodness(env, pos, dir)
if vector_eq(dir, vector_zero()) then
return -1
end
p = vector_add(pos, dir)
n = env_get_node(env, p)
f = get_content_features(n.content)
if f.walkable then
p.Y = p.Y + 1
n = env_get_node(env, p)
f = get_content_features(n.content)
if f.walkable then
-- Too high
return -1
end
-- Hill
return 2
end
p.Y = p.Y - 1
n = env_get_node(env, p)
f = get_content_features(n.content)
if f.walkable then
-- Flat
return 1
end
-- Drop
return 0
end
function on_step(self, dtime)
-- Limit step to a sane value; it jumps a lot while the map generator
-- is in action
if dtime > 0.5 then
dtime = 0.5
end
env = object_get_environment(self)
--[[
-- Returned value has these fields:
-- * int content
-- * int param1
-- * int param2
p = {X=position.X, Y=position.Y-0.35, Z=position.Z}
n = env_get_node(env, p)
f = get_content_features(n.content)
if f.walkable then
y_dir = 1
else
y_dir = -1
end
-- Keep the object approximately at ground level
position.Y = position.Y + dtime * 2.0 * y_dir
-- Move the object around
position.X = position.X + math.cos(math.pi+rotation.Y/180*math.pi)
* dtime * speed
position.Z = position.Z + math.sin(math.pi+rotation.Y/180*math.pi)
* dtime * speed
-- Rotate the object if it is too far from the starting point
counter3 = counter3 - dtime
if counter3 < 0 then
counter3 = counter3 + 1
diff = vector_subtract(position, starting_position)
d = vector_length(diff)
--print("pos="..dump(position).." starting="..dump(starting_position))
--print("diff=" .. dump(diff))
--print("d=" .. d)
if d > 3 then
rotation.Y = rotation.Y + 90
--rotation.Y = rotation.Y + math.random(-180, 180)
end
end
-- This value has to be set; it determines to which player the
-- object is near to and such
object_set_base_position(self, position)
counter4 = counter4 - dtime
if counter4 < 0 then
--counter4 = counter4 + math.random(0.5,8)
counter4 = counter4 + 0.6/speed
-- Mess around with the map
if is_digger == true then
np = vector_add(position, {X=0,Y=-0.6,Z=0})
env_dig_node(env, np)
else
np = vector_add(position, {X=0,Y=0,Z=0})
env_place_node(env, np, {content=0})
end
end
--]]
counter_move = counter_move - dtime
if counter_move < 0 then
counter_move = counter_move + 1/speed
if counter_move < 0 then counter_move = 0 end
old_position = vector_copy(position)
dirs = {
{X=1, Y=0, Z=0},
{X=-1, Y=0, Z=0},
{X=0, Y=0, Z=1},
{X=0, Y=0, Z=-1}
}
best_dir = main_dir
best_goodness = dir_goodness(env, position, main_dir)
for k,v in ipairs(dirs) do
-- Don't go directly backwards
if not vector_eq(vector_subtract(vector_zero(), v), main_dir) then
goodness = dir_goodness(env, position, v)
if goodness > best_goodness then
best_dir = v
goodness = best_goodness
end
end
end
-- Place stone block when dir changed
if not vector_eq(main_dir, best_dir) then
np = vector_add(position, {X=0,Y=0,Z=0})
env_place_node(env, np, {content=CONTENT_STONE})
end
main_dir = best_dir
position = vector_add(position, main_dir)
pos_diff = vector_subtract(position, old_position)
rotation.Y = math.atan2(pos_diff.Z, pos_diff.X)/math.pi*180-180
-- Returned value has these fields:
-- * int content
-- * int param1
-- * int param2
p = {X=position.X, Y=position.Y, Z=position.Z}
n = env_get_node(env, p)
f = get_content_features(n.content)
if f.walkable then
position.Y = position.Y + 1
end
p = {X=position.X, Y=position.Y-1, Z=position.Z}
n = env_get_node(env, p)
f = get_content_features(n.content)
if not f.walkable then
position.Y = position.Y - 1
end
-- Center in the middle of the node
position = vector_snap(position)
end
-- This value has to be set; it determines to which player the
-- object is near to and such
object_set_base_position(self, position)
--[[
counter4 = counter4 - dtime
if counter4 < 0 then
--counter4 = counter4 + math.random(0.5,8)
counter4 = counter4 + 0.6/speed
-- Mess around with the map
if is_digger == true then
np = vector_add(position, {X=0,Y=-0.6,Z=0})
env_dig_node(env, np)
else
np = vector_add(position, {X=0,Y=0,Z=0})
env_place_node(env, np, {content=0})
end
end
--]]
---[[
-- Send some custom messages at a custom interval
counter = counter - dtime
if counter < 0 then
counter = counter + 0.25
if counter < 0 then
counter = 0
end
message = "pos " .. position.X .. " " .. position.Y .. " " .. position.Z
object_add_message(self, message)
message = "rot " .. rotation.X .. " " .. rotation.Y .. " " .. rotation.Z
object_add_message(self, message)
end
--]]
-- Remove the object after some time
death_counter = death_counter + dtime
if death_counter > 40 then
object_remove(self)
end
end
-- This stuff is passed to a newly created client-side counterpart of this object
function on_get_client_init_data(self)
-- Just return some data for testing
return "result of get_client_init_data"
end
-- This should return some data that mostly saves the state of this object
-- Not completely implemented yet
function on_get_server_init_data(self)
-- Just return some data for testing
return "result of get_server_init_data"
end
-- When the object is loaded from scratch, this is called before the first
-- on_step(). Data is an empty string or the output of an object spawner
-- hook, but such things are not yet implemented.
--
-- At reload time, the last output of get_server_init_data is passed as data.
--
-- This should initialize the position of the object to the value returned
-- by object_get_base_position(self)
--
-- Not completely implemented yet
--
function on_initialize(self, data)
print("server object got initialization: " .. data)
position = object_get_base_position(self)
starting_position = vector_copy(position);
if math.random() < 0.5 then
is_digger = true
end
end