From be32adc872a085f6ced03000362b352b121fa103 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Wed, 23 Feb 2011 11:10:09 +0200 Subject: 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 --- data/luaobjects/test/client.lua | 135 --------------- data/luaobjects/test/server.lua | 154 ----------------- data/scripts/objects/test/client.lua | 137 +++++++++++++++ data/scripts/objects/test/server.lua | 322 +++++++++++++++++++++++++++++++++++ 4 files changed, 459 insertions(+), 289 deletions(-) delete mode 100644 data/luaobjects/test/client.lua delete mode 100644 data/luaobjects/test/server.lua create mode 100644 data/scripts/objects/test/client.lua create mode 100644 data/scripts/objects/test/server.lua (limited to 'data') diff --git a/data/luaobjects/test/client.lua b/data/luaobjects/test/client.lua deleted file mode 100644 index 6c5003959..000000000 --- a/data/luaobjects/test/client.lua +++ /dev/null @@ -1,135 +0,0 @@ --- Client-side code of the test lua object - --- --- Some helper functions and classes --- - -function split(str, pat) - local t = {} -- NOTE: use {n = 0} in Lua-5.0 - local fpat = "(.-)" .. pat - local last_end = 1 - local s, e, cap = str:find(fpat, 1) - while s do - if s ~= 1 or cap ~= "" then - table.insert(t,cap) - end - last_end = e+1 - s, e, cap = str:find(fpat, last_end) - end - if last_end <= #str then - cap = str:sub(last_end) - table.insert(t, cap) - end - return t -end - --- 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 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 --- - -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 on_process_message(self, data) - --print("client got message: " .. data) - - -- Receive our custom messages - - sp = split(data, " ") - if sp[1] == "pos" then - pos_trans:update({X=sp[2], Y=sp[3], Z=sp[4]}) - end - if sp[1] == "rot" then - rot_trans:update({X=sp[2], Y=sp[3], Z=sp[4]}) - end -end - -function on_initialize(self, data) - print("client object got initialization: " .. data) - - corners = { - {-1/2,-1/4, 0}, - { 1/2,-1/4, 0}, - { 1/2, 1/4, 0}, - {-1/2, 1/4, 0}, - } - object_add_to_mesh(self, "rat.png", corners, false) - -end - diff --git a/data/luaobjects/test/server.lua b/data/luaobjects/test/server.lua deleted file mode 100644 index e79d277ac..000000000 --- a/data/luaobjects/test/server.lua +++ /dev/null @@ -1,154 +0,0 @@ --- 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 --- 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 on_step(self, dtime) - --[[if position.Y > 9.5 then - position.Y = 6 - end - if position.Y < 5.5 then - position.Y = 9]] - - -- 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 - - -- Returned value has these fields: - -- * int content - -- * 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 * 2.0 * dir - - -- Move the object around - position.X = position.X + math.cos(math.pi+rotation.Y/180*math.pi) - * dtime * 2.0 - position.Z = position.Z + math.sin(math.pi+rotation.Y/180*math.pi) - * dtime * 2.0 - - -- 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) - -- 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 + 0.25 - 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 - - -- 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 - 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) -end - diff --git a/data/scripts/objects/test/client.lua b/data/scripts/objects/test/client.lua new file mode 100644 index 000000000..a685721a1 --- /dev/null +++ b/data/scripts/objects/test/client.lua @@ -0,0 +1,137 @@ +-- Client-side code of the test lua object + +-- +-- Some helper functions and classes +-- + +function split(str, pat) + local t = {} -- NOTE: use {n = 0} in Lua-5.0 + local fpat = "(.-)" .. pat + local last_end = 1 + local s, e, cap = str:find(fpat, 1) + while s do + if s ~= 1 or cap ~= "" then + table.insert(t,cap) + end + last_end = e+1 + s, e, cap = str:find(fpat, last_end) + end + if last_end <= #str then + cap = str:sub(last_end) + table.insert(t, cap) + end + return t +end + +-- 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 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 + -- Move a bit less than should, to avoid oscillation + moveratio = moveratio * 0.8 + 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 +-- + +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 on_process_message(self, data) + --print("client got message: " .. data) + + -- Receive our custom messages + + sp = split(data, " ") + if sp[1] == "pos" then + pos_trans:update({X=sp[2], Y=sp[3], Z=sp[4]}) + end + if sp[1] == "rot" then + rot_trans:update({X=sp[2], Y=sp[3], Z=sp[4]}) + end +end + +function on_initialize(self, data) + print("client object got initialization: " .. data) + + corners = { + {-1/2,-1/2, 0}, + { 1/2,-1/2, 0}, + { 1/2, 0, 0}, + {-1/2, 0, 0}, + } + object_add_to_mesh(self, "rat.png", corners, false) + +end + diff --git a/data/scripts/objects/test/server.lua b/data/scripts/objects/test/server.lua new file mode 100644 index 000000000..1213e2fe6 --- /dev/null +++ b/data/scripts/objects/test/server.lua @@ -0,0 +1,322 @@ +-- 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 + -- cgit v1.2.3