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-rw-r--r--data/luaobjects/test/server.lua154
-rw-r--r--data/scripts/objects/test/client.lua (renamed from data/luaobjects/test/client.lua)10
-rw-r--r--data/scripts/objects/test/server.lua322
3 files changed, 328 insertions, 158 deletions
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/luaobjects/test/client.lua b/data/scripts/objects/test/client.lua
index 6c5003959..a685721a1 100644
--- a/data/luaobjects/test/client.lua
+++ b/data/scripts/objects/test/client.lua
@@ -84,6 +84,8 @@ function SmoothTranslator:translate(dtime)
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
@@ -124,10 +126,10 @@ 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},
+ {-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)
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
+