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-rw-r--r--data/scripts/objects/test/client.lua137
-rw-r--r--data/scripts/objects/test/server.lua322
2 files changed, 0 insertions, 459 deletions
diff --git a/data/scripts/objects/test/client.lua b/data/scripts/objects/test/client.lua
deleted file mode 100644
index a685721a1..000000000
--- a/data/scripts/objects/test/client.lua
+++ /dev/null
@@ -1,137 +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
- -- 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
deleted file mode 100644
index 1213e2fe6..000000000
--- a/data/scripts/objects/test/server.lua
+++ /dev/null
@@ -1,322 +0,0 @@
--- 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
-