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-rw-r--r--data/luaobjects/test/client.lua76
-rw-r--r--data/luaobjects/test/server.lua108
2 files changed, 155 insertions, 29 deletions
diff --git a/data/luaobjects/test/client.lua b/data/luaobjects/test/client.lua
index 80f085190..6c5003959 100644
--- a/data/luaobjects/test/client.lua
+++ b/data/luaobjects/test/client.lua
@@ -1,7 +1,7 @@
-- Client-side code of the test lua object
--
--- Some helper functions
+-- Some helper functions and classes
--
function split(str, pat)
@@ -23,6 +23,7 @@ function split(str, pat)
return t
end
+-- For debugging
function dump(o)
if type(o) == 'table' then
local s = '{ '
@@ -36,29 +37,90 @@ function dump(o)
end
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
+
+SmoothTranslator = {}
+SmoothTranslator.__index = SmoothTranslator
+
+function SmoothTranslator.create()
+ local obj = {}
+ setmetatable(obj, SmoothTranslator)
+ obj.vect_old = {X=0, Y=0, Z=0}
+ obj.anim_counter = 0
+ obj.anim_time = 0
+ obj.anim_time_counter = 0
+ obj.vect_show = {X=0, Y=0, Z=0}
+ obj.vect_aim = {X=0, Y=0, Z=0}
+ return obj
+end
+
+function SmoothTranslator:update(vect_new)
+ self.vect_old = self.vect_show
+ self.vect_aim = vect_new
+ if self.anim_time < 0.001 or self.anim_time > 1.0 then
+ self.anim_time = self.anim_time_counter
+ else
+ self.anim_time = self.anim_time * 0.9 + self.anim_time_counter * 0.1
+ end
+ self.anim_time_counter = 0
+ self.anim_counter = 0
+end
+
+function SmoothTranslator:translate(dtime)
+ self.anim_time_counter = self.anim_time_counter + dtime
+ self.anim_counter = self.anim_counter + dtime
+ vect_move = vector_subtract(self.vect_aim, self.vect_old)
+ moveratio = 1.0
+ if self.anim_time > 0.001 then
+ moveratio = self.anim_time_counter / self.anim_time
+ end
+ if moveratio > 1.5 then
+ moveratio = 1.5
+ end
+ self.vect_show = vector_add(self.vect_old, vector_multiply(vect_move, moveratio))
+end
+
--
-- Actual code
--
-function step(self, dtime)
- -- Some smoother animation could be done here
+pos_trans = SmoothTranslator.create()
+rot_trans = SmoothTranslator.create()
+
+-- Callback functions
+
+function on_step(self, dtime)
+ pos_trans:translate(dtime)
+ rot_trans:translate(dtime)
+ object_set_position(self, pos_trans.vect_show)
+ object_set_rotation(self, rot_trans.vect_show)
end
-function process_message(self, data)
+function on_process_message(self, data)
--print("client got message: " .. data)
-- Receive our custom messages
sp = split(data, " ")
if sp[1] == "pos" then
- object_set_position(self, sp[2], sp[3], sp[4])
+ pos_trans:update({X=sp[2], Y=sp[3], Z=sp[4]})
end
if sp[1] == "rot" then
- object_set_rotation(self, sp[2], sp[3], sp[4])
+ rot_trans:update({X=sp[2], Y=sp[3], Z=sp[4]})
end
end
-function initialize(self, data)
+function on_initialize(self, data)
print("client object got initialization: " .. data)
corners = {
diff --git a/data/luaobjects/test/server.lua b/data/luaobjects/test/server.lua
index ac7b4800d..e79d277ac 100644
--- a/data/luaobjects/test/server.lua
+++ b/data/luaobjects/test/server.lua
@@ -1,25 +1,43 @@
-- Server-side code of the test lua object
+--
+-- Some helper functions and classes
+--
+
+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
+
+--
+-- Actual code
+--
+
counter = 0
counter2 = 0
+counter3 = 0
+counter4 = 0
death_counter = 0
-position = {X=math.random(-2,2),Y=6,Z=math.random(-2,2)}
+-- This is got in initialization from object_get_base_position(self)
+position = {X=0,Y=0,Z=0}
rotation = {X=0, Y=math.random(0,360), Z=0}
dir = 1
+temp1 = 0
-function step(self, dtime)
+function on_step(self, dtime)
--[[if position.Y > 9.5 then
position.Y = 6
end
if position.Y < 5.5 then
- position.Y = 9
+ position.Y = 9]]
- counter2 = counter2 - dtime
- if counter2 < 0 then
- counter2 = counter2 + 3
- dir = -dir
- end]]
-
-- Limit step to a sane value; it jumps a lot while the map generator
-- is in action
if dtime > 0.5 then
@@ -27,16 +45,19 @@ function step(self, dtime)
end
-- Returned value has these fields:
- -- * bool walkable
-- * int content
- n = object_get_node(self, position.X,position.Y-0.35,position.Z)
- if n.walkable then
+ -- * int param1
+ -- * int param2
+ p = {X=position.X, Y=position.Y-0.35, Z=position.Z}
+ n = object_get_node(self, p)
+ f = get_content_features(n.content)
+ if f.walkable then
dir = 1
else
dir = -1
end
-- Keep the object approximately at ground level
- position.Y = position.Y + dtime * 1.0 * dir
+ position.Y = position.Y + dtime * 2.0 * dir
-- Move the object around
position.X = position.X + math.cos(math.pi+rotation.Y/180*math.pi)
@@ -46,15 +67,32 @@ function step(self, dtime)
-- This value has to be set; it determines to which player the
-- object is near to and such
- object_set_base_position(self, position.X,position.Y,position.Z)
+ object_set_base_position(self, position)
- rotation.Y = rotation.Y + dtime * 180
+ counter4 = counter4 - dtime
+ if counter4 < 0 then
+ counter4 = counter4 + math.random(0.5,8)
+ -- Mess around with the map
+ np = vector_add(position, {X=0,Y=0,Z=0})
+ object_place_node(self, np, {content=0})
+ -- A node could be digged out with this:
+ -- object_dig_node(self, np)
+ end
+
+ counter3 = counter3 - dtime
+ if counter3 < 0 then
+ counter3 = counter3 + math.random(1,4)
+ rotation.Y = rotation.Y + math.random(-180, 180)
+ end
-- Send some custom messages at a custom interval
counter = counter - dtime
if counter < 0 then
- counter = counter + 0.175
+ counter = counter + 0.25
+ if counter < 0 then
+ counter = 0
+ end
message = "pos " .. position.X .. " " .. position.Y .. " " .. position.Z
object_add_message(self, message)
@@ -63,6 +101,20 @@ function step(self, dtime)
object_add_message(self, message)
end
+ -- Mess around with the map
+ --[[counter2 = counter2 - dtime
+ if counter2 < 0 then
+ counter2 = counter2 + 3
+ if temp1 == 0 then
+ temp1 = 1
+ object_dig_node(self, {X=0,Y=1,Z=0})
+ else
+ temp1 = 0
+ n = {content=1}
+ object_place_node(self, {X=0,Y=5,Z=0}, n)
+ end
+ end]]
+
-- Remove the object after some time
death_counter = death_counter + dtime
if death_counter > 30 then
@@ -72,19 +124,31 @@ function step(self, dtime)
end
-- This stuff is passed to a newly created client-side counterpart of this object
-function get_client_init_data(self)
+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 implemented yet
-function get_server_init_data(self)
+-- 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
--- At reload time, the output of get_server_init_data is passed to this
--- Not implemented yet
-function initialize(self, data)
+-- 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)
end