-- 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 to ride beginning at and targetting . 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 , 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) local node = get_node(p) -- And ignore motors that aren't motors. if node.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 node = get_node(p) if node.name == "elevator:shaft" then p.y = p.y - 1 else p.y = p.y - 1 local node = get_node(p) if node.name == "elevator:elevator_on" or node.name == "elevator:elevator_off" then 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 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 local node = get_node(p) if node.name == "elevator:shaft" then p.y = p.y - 1 else p.y = p.y - 1 local node = get_node(p) if node.name == "elevator:elevator_on" or 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, add) 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), add) 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(pos) elevator.build_motor(elevator.locate_motor(pos)) end, pos) 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:shaft" then -- Nothing, just continue on our way. elseif 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 else -- 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)