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luaentity.lua
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luaentity.lua
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local max_entity_id = 1000000000000 -- If you need more, there's a problem with your code
luaentity = {}
luaentity.registered_entities = {}
local filename = minetest.get_worldpath().."/luaentities"
local function read_file()
local f = io.open(filename, "r")
if f == nil then return {} end
local t = f:read("*all")
f:close()
if t == "" or t == nil then return {} end
return minetest.deserialize(t)
end
local function write_file(tbl)
local f = io.open(filename, "w")
f:write(minetest.serialize(tbl))
f:close()
end
local function read_entities()
local t = read_file()
for _, entity in pairs(t) do
setmetatable(entity, luaentity.registered_entities[entity.name])
end
return t
end
local function write_entities()
for _, entity in pairs(luaentity.entities) do
setmetatable(entity, nil)
for _, attached in pairs(entity._attached_entities) do
if attached.entity then
attached.entity:remove()
attached.entity = nil
end
end
entity._attached_entities_master = nil
end
write_file(luaentity.entities)
end
minetest.register_on_shutdown(write_entities)
luaentity.entities_index = 0
local function get_blockpos(pos)
return {x = math.floor(pos.x / 16),
y = math.floor(pos.y / 16),
z = math.floor(pos.z / 16)}
end
local active_blocks = {} -- These only contain active blocks near players (i.e., not forceloaded ones)
local handle_active_blocks_step = 2
local handle_active_blocks_timer = 0
minetest.register_globalstep(function(dtime)
handle_active_blocks_timer = handle_active_blocks_timer + dtime
if handle_active_blocks_timer >= handle_active_blocks_step then
handle_active_blocks_timer = handle_active_blocks_timer - handle_active_blocks_step
local active_block_range = tonumber(minetest.setting_get("active_block_range")) or 2
local new_active_blocks = {}
for _, player in ipairs(minetest.get_connected_players()) do
local blockpos = get_blockpos(player:getpos())
local minp = vector.subtract(blockpos, active_block_range)
local maxp = vector.add(blockpos, active_block_range)
for x = minp.x, maxp.x do
for y = minp.y, maxp.y do
for z = minp.z, maxp.z do
local pos = {x = x, y = y, z = z}
new_active_blocks[minetest.hash_node_position(pos)] = pos
end
end
end
end
active_blocks = new_active_blocks
-- todo: callbacks on block load/unload
end
end)
local function is_active(pos)
return active_blocks[minetest.hash_node_position(get_blockpos(pos))] ~= nil
end
local entitydef_default = {
_attach = function(self, attached, attach_to)
local attached_def = self._attached_entities[attached]
local attach_to_def = self._attached_entities[attach_to]
attached_def.entity:set_attach(
attach_to_def.entity, "",
vector.subtract(attached_def.offset, attach_to_def.offset), -- todo: Does not work because is object space
vector.new(0, 0, 0)
)
end,
_set_master = function(self, index)
self._attached_entities_master = index
if not index then
return
end
local def = self._attached_entities[index]
if not def.entity then
return
end
def.entity:setpos(vector.add(self._pos, def.offset))
def.entity:setvelocity(self._velocity)
def.entity:setacceleration(self._acceleration)
end,
_attach_all = function(self)
local master = self._attached_entities_master
if not master then
return
end
for id, entity in pairs(self._attached_entities) do
if id ~= master and entity.entity then
self:_attach(id, master)
end
end
end,
_detach_all = function(self)
local master = self._attached_entities_master
for id, entity in pairs(self._attached_entities) do
if id ~= master and entity.entity then
entity.entity:set_detach()
end
end
end,
_add_attached = function(self, index)
local entity = self._attached_entities[index]
if entity.entity then
return
end
local entity_pos = vector.add(self._pos, entity.offset)
if not is_active(entity_pos) then
return
end
local ent = minetest.add_entity(entity_pos, entity.name):get_luaentity()
ent:from_data(entity.data)
ent.parent_id = self._id
ent.attached_id = index
entity.entity = ent.object
local master = self._attached_entities_master
if master then
self:_attach(index, master)
else
self:_set_master(index)
end
end,
_remove_attached = function(self, index)
local master = self._attached_entities_master
local entity = self._attached_entities[index]
local ent = entity.entity
entity.entity = nil
if index == master then
self:_detach_all()
local newmaster
for id, attached in pairs(self._attached_entities) do
if id ~= master and attached.entity then
newmaster = id
break
end
end
self:_set_master(newmaster)
self:_attach_all()
elseif master and ent then
ent:set_detach()
end
if ent then
ent:remove()
end
end,
_add_loaded = function(self)
for id, _ in pairs(self._attached_entities) do
self:_add_attached(id)
end
end,
getid = function(self)
return self._id
end,
getpos = function(self)
return vector.new(self._pos)
end,
setpos = function(self, pos)
self._pos = vector.new(pos)
--for _, entity in pairs(self._attached_entities) do
-- if entity.entity then
-- entity.entity:setpos(vector.add(self._pos, entity.offset))
-- end
--end
local master = self._attached_entities_master
if master then
local master_def = self._attached_entities[master]
master_def.entity:setpos(vector.add(self._pos, master_def.offset))
end
end,
getvelocity = function(self)
return vector.new(self._velocity)
end,
setvelocity = function(self, velocity)
self._velocity = vector.new(velocity)
local master = self._attached_entities_master
if master then
self._attached_entities[master].entity:setvelocity(self._velocity)
end
end,
getacceleration = function(self)
return vector.new(self._acceleration)
end,
setacceleration = function(self, acceleration)
self._acceleration = vector.new(acceleration)
local master = self._attached_entities_master
if master then
self._attached_entities[master].entity:setacceleration(self._acceleration)
end
end,
remove = function(self)
self:_detach_all()
for _, entity in pairs(self._attached_entities) do
if entity.entity then
entity.entity:remove()
end
end
luaentity.entities[self._id] = nil
end,
add_attached_entity = function(self, name, data, offset)
local index = #self._attached_entities + 1
self._attached_entities[index] = {
name = name,
data = data,
offset = vector.new(offset),
}
self:_add_attached(index)
return index
end,
remove_attached_entity = function(self, index)
self:_remove_attached(index)
self._attached_entities[index] = nil
end,
}
function luaentity.register_entity(name, prototype)
-- name = check_modname_prefix(name)
prototype.name = name
setmetatable(prototype, {__index = entitydef_default})
prototype.__index = prototype -- Make it possible to use it as metatable
luaentity.registered_entities[name] = prototype
end
-- function luaentity.get_entity_definition(entity)
-- return luaentity.registered_entities[entity.name]
-- end
function luaentity.add_entity(pos, name)
local index = luaentity.entities_index
while luaentity.entities[index] do
index = index + 1
if index >= max_entity_id then
index = 0
end
end
luaentity.entities_index = index
local entity = {
name = name,
_id = index,
_pos = vector.new(pos),
_velocity = {x = 0, y = 0, z = 0},
_acceleration = {x = 0, y = 0, z = 0},
_attached_entities = {},
}
local prototype = luaentity.registered_entities[name]
setmetatable(entity, prototype) -- Default to prototype for other methods
luaentity.entities[index] = entity
if entity.on_activate then
entity:on_activate()
end
return entity
end
-- todo: check if remove in get_staticdata works
function luaentity.get_staticdata(self)
local parent = luaentity.entities[self.parent_id]
if parent and parent._remove_attached then
parent:_remove_attached(self.attached_id)
end
return "toremove"
end
function luaentity.on_activate(self, staticdata)
if staticdata == "toremove" then
self.object:remove()
end
end
function luaentity.get_objects_inside_radius(pos, radius)
local objects = {}
local index = 1
for id, entity in pairs(luaentity.entities) do
if vector.distance(pos, entity:getpos()) <= radius then
objects[index] = entity
index = index + 1
end
end
end
minetest.register_globalstep(function(dtime)
if not luaentity.entities then
luaentity.entities = read_entities()
end
for id, entity in pairs(luaentity.entities) do
local master = entity._attached_entities_master
if master then
local master_def = entity._attached_entities[master]
local master_entity = master_def.entity
entity._pos = vector.subtract(master_entity:getpos(), master_def.offset)
entity._velocity = master_entity:getvelocity()
entity._acceleration = master_entity:getacceleration()
else
entity._pos = vector.add(vector.add(
entity._pos,
vector.multiply(entity._velocity, dtime)),
vector.multiply(entity._acceleration, 0.5 * dtime * dtime))
entity._velocity = vector.add(
entity._velocity,
vector.multiply(entity._acceleration, dtime))
end
entity:_add_loaded()
if entity.on_step then
entity:on_step(dtime)
end
end
end)