v1.4.4
This commit is contained in:
commit
9c94d113d3
10260 changed files with 1237388 additions and 0 deletions
555
assets/devel/vehicles/submarine/submarine.lua
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555
assets/devel/vehicles/submarine/submarine.lua
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require "/scripts/vec2.lua"
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require "/scripts/util.lua"
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function init()
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self.rockingTimer = 0
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self.facingDirection = 1
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self.angle = 0
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animator.setParticleEmitterActive("bubbles", false)
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self.damageEmoteTimer = 0
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self.spawnPosition = mcontroller.position()
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self.maxHealth =1
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self.waterFactor=0 --how much water are we in right now
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self.rockingInterval = config.getParameter("rockingInterval")
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self.maxHealth = config.getParameter("maxHealth")
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self.protection = config.getParameter("protection")
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self.damageStateNames = config.getParameter("damageStateNames")
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self.damageStateDriverEmotes = config.getParameter("damageStateDriverEmotes")
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self.materialKind = config.getParameter("materialKind")
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self.windLevelOffset = config.getParameter("windLevelOffset")
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self.rockingWindAngleMultiplier = config.getParameter("rockingWindAngleMultiplier")
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self.maxRockingAngle = config.getParameter("maxRockingAngle")
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self.angleApproachFactor = config.getParameter("angleApproachFactor")
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self.speedRotationMultiplier = config.getParameter("speedRotationMultiplier")
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self.targetMoveSpeed = config.getParameter("targetMoveSpeed")
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self.moveControlForce = config.getParameter("moveControlForce")
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mcontroller.resetParameters(config.getParameter("movementSettings"))
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self.minWaterFactorToFloat=config.getParameter("minWaterFactorToFloat")
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self.sinkingBuoyancy=config.getParameter("sinkingBuoyancy")
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self.sinkingFriction=config.getParameter("sinkingFriction")
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self.bowWaveParticleNames=config.getParameter("bowWaveParticles")
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self.bowWaveMaxEmissionRate=config.getParameter("bowWaveMaxEmissionRate")
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self.splashParticleNames=config.getParameter("splashParticles")
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self.splashEpsilon=config.getParameter("splashEpsilon")
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self.maxGroundSearchDistance = config.getParameter("maxGroundSearchDistance")
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self.bubbleThreshold = config.getParameter("bubbleParticleHealthThreshold") or 0.5
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self.maxBubbleRate = config.getParameter("bubbleRateAtZeroHealth") or 100
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self.depthControlSpeed= config.getParameter("depthControlSpeed")
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self.depthPfactor= config.getParameter("depthPfactor")
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self.depthIfactor= config.getParameter("depthIfactor")
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self.depthDfactor= config.getParameter("depthDfactor")
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self.integralValue=0
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self.prevHeightDiff=0
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self.desiredHeight=self.spawnPosition[2]
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self.timeBetweenTorps= config.getParameter("depthDfactor")
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self.torpFireTimer=0
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self.timeBetweenTorps = 3
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local bounds = mcontroller.localBoundBox()
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self.frontGroundTestPoint={bounds[1],bounds[2]}
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self.backGroundTestPoint={bounds[3],bounds[2]}
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--setup the store functionality
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self.ownerKey = config.getParameter("ownerKey")
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vehicle.setPersistent(self.ownerKey)
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message.setHandler("store", function(_, _, ownerKey)
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local animState=animator.animationState("base")
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if (animState=="idle" or animState=="sinking" or animState=="sunk") then
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if (self.ownerKey and self.ownerKey == ownerKey) then
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self.spawnPosition = mcontroller.position()
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animator.setAnimationState("base", "warpOutPart1")
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local localStorable = (self.driver ==nil)
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return {storable = true, healthFactor = storage.health / self.maxHealth}
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end
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end
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end)
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--assume maxhealth
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if (storage.health) then
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animator.setAnimationState("base", "idle")
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else
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local startHealthFactor = config.getParameter("startHealthFactor")
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if (startHealthFactor == nil) then
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storage.health = self.maxHealth
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else
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storage.health = math.min(startHealthFactor * self.maxHealth, self.maxHealth)
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end
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animator.setAnimationState("base", "warpInPart1")
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end
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--set up any damage efects we have...
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updateDamageEffects(0, true)
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self.maxBuoyancy = mcontroller.parameters().liquidBuoyancy
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self.headlightsOn=false
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headlightCanToggle=true
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end
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function update()
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if mcontroller.atWorldLimit() then
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vehicle.destroy()
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return
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end
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local sinkAngle=-math.pi*0.45
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local animState=animator.animationState("base")
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local waterFactor = mcontroller.liquidPercentage();
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if (animState=="warpedOut") then
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vehicle.destroy()
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elseif (animState=="warpInPart1" or animState=="warpOutPart2") then
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world.debugText("warping",mcontroller.position(),"red")
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--lock it solid whilst spawning/despawning
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mcontroller.setPosition(self.spawnPosition)
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mcontroller.setVelocity({0,0})
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elseif (animState=="sunk") then
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-- world.debugText("sunk",mcontroller.position(),"red")
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-- not much here.
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local targetAngle=calcGroundCollisionAngle(self.maxGroundSearchDistance)
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self.angle = self.angle + (targetAngle - self.angle) * self.angleApproachFactor
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elseif (animState=="sinking") then
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self.angle=updateSinking(waterFactor, self.angle,sinkAngle)
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elseif (animState=="idle") then
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world.debugText("idle",mcontroller.position(),"green")
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local healthFactor = storage.health / self.maxHealth
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local waterSurface = self.maxGroundSearchDistance
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self.waterBounds=mcontroller.localBoundBox()
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--work out water surface
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if (waterFactor>0) then
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waterSurface=(self.waterBounds[4] * waterFactor) + (self.waterBounds[2] * (1.0-waterFactor))
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end
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self.waterBounds[2] = waterSurface +0.25
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self.waterBounds[4] = waterSurface +0.5
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-- self.desiredHeight=math.min(self.desiredHeight,self.waterBounds[4])
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local facing
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local moving
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moving,facing = updateDriving()
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--Rocking in the wind, and rotating up when moving
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local floating = updateFloating(waterFactor, moving,facing)
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updateMovingEffects(floating,moving)
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updatePassengers(healthFactor)
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if storage.health<=0 then
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animator.setAnimationState("base", "sinking")
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end
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self.facingDirection = facing
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self.waterFactor=waterFactor --how deep are we in the water right now ?
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end
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updateTorpedoFiring(self.facingDirection, waterFactor)
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--take care of rotating and flipping
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animator.resetTransformationGroup("flip")
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animator.resetTransformationGroup("rotation")
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if self.facingDirection < 0 then
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animator.scaleTransformationGroup("flip", {-1, 1})
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end
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animator.rotateTransformationGroup("rotation", self.angle)
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mcontroller.setRotation(self.angle)
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end
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function updateDriving()
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local moving = false
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local facing = self.facingDirection
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local driverThisFrame = vehicle.entityLoungingIn("drivingSeat")
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if (driverThisFrame ~= nil) then
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vehicle.setDamageTeam(world.entityDamageTeam(driverThisFrame))
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if vehicle.controlHeld("drivingSeat", "left") then
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mcontroller.approachXVelocity(-self.targetMoveSpeed, self.moveControlForce)
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moving = true
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facing = -1
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end
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if vehicle.controlHeld("drivingSeat", "right") then
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mcontroller.approachXVelocity(self.targetMoveSpeed, self.moveControlForce)
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moving = true
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facing = 1
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end
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if vehicle.controlHeld("drivingSeat", "up") then
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self.desiredHeight=self.desiredHeight+self.depthControlSpeed
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elseif vehicle.controlHeld("drivingSeat", "down") then
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self.desiredHeight=self.desiredHeight-self.depthControlSpeed
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end
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local currentPos=mcontroller.position()
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self.desiredHeight=math.max(math.min(self.desiredHeight, currentPos[2]+10.0),currentPos[2]-10.0)
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else
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vehicle.setDamageTeam({type = "passive"})
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end
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if (vehicle.controlHeld("drivingSeat", "AltFire")) then
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if (self.headlightCanToggle) then
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switchHeadLights(not self.headlightsOn)
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self.headlightCanToggle = false
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end
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else
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self.headlightCanToggle = true;
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end
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return moving,facing
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end
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function updateSinking(waterFactor, currentAngle, sinkAngle)
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if (mcontroller.onGround()) then
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--not floating any more. Must have touched bottom.
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animator.setAnimationState("base", "sunk")
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animator.setParticleEmitterActive("bubbles", false)
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vehicle.setLoungeEnabled("drivingSeat",false)
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local targetAngle=calcGroundCollisionAngle(self.maxGroundSearchDistance)
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currentAngle = currentAngle + (targetAngle - currentAngle) * self.angleApproachFactor
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else
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if (waterFactor> self.minWaterFactorToFloat) then
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if (currentAngle~=sinkAngle) then
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currentAngle = currentAngle + (sinkAngle - currentAngle) * self.angleApproachFactor
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local lerpFactor=math.cos(currentAngle)
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local finalBuoyancy=(self.maxBuoyancy * lerpFactor) + (self.sinkingBuoyancy* (1.0-lerpFactor))
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mcontroller.applyParameters({ liquidBuoyancy=finalBuoyancy,
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liquidFriction=self.sinkingFriction,
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frictionEnabled=true})
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world.debugText(string.format("sinking b=%s", finalBuoyancy),mcontroller.position(),"red")
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end
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animator.setParticleEmitterActive("bubbles", true)
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end
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end
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return currentAngle
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end
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function updateFloating(waterFactor, moving, facing)
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local floating = waterFactor > self.minWaterFactorToFloat
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local targetAngle=0
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if (floating) then
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self.rockingTimer = self.rockingTimer + script.updateDt()
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if self.rockingTimer > self.rockingInterval then
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self.rockingTImer = self.rockingTimer - self.rockingInterval
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end
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local speedAngle = mcontroller.xVelocity() * self.speedRotationMultiplier
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local windPosition = vec2.add(mcontroller.position(), self.windLevelOffset)
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local windLevel = world.windLevel(windPosition)
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local windMaxAngle = self.rockingWindAngleMultiplier * windLevel
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local windAngle= windMaxAngle * (math.sin(self.rockingTimer / self.rockingInterval * (math.pi * 2)))
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targetAngle = windMaxAngle + speedAngle
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else
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targetAngle=calcGroundCollisionAngle(self.waterBounds[2]) --pass in the water surtface
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end
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self.angle = self.angle + (targetAngle - self.angle) * self.angleApproachFactor
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----------------------------------
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local currentPos=mcontroller.position()
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local heightDiff=self.desiredHeight-currentPos[2]
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local P=heightDiff * self.depthPfactor
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self.integralValue=math.max(math.min(self.integralValue+heightDiff,self.depthIfactor*100),self.depthIfactor*-100)
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local I=self.integralValue * self.depthIfactor
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local D=(heightDiff-self.prevHeightDiff) * self.depthDfactor
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self.prevHeightDiff=heightDiff
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local finalBuoyancy=math.max(math.min(P+D+I,self.maxBuoyancy),0)
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mcontroller.applyParameters({liquidBuoyancy=finalBuoyancy})
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----------------------------------
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--surface spashes
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if math.abs(waterFactor -self.waterFactor) > self.splashEpsilon then
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local floatingLiquid=mcontroller.liquidId()
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if (floatingLiquid>0) then
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if (floatingLiquid>#self.bowWaveParticleNames) then
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floatingLiquid=1 --off the end, go to "water" as a default
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end
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local splashEmitter=self.splashParticleNames[floatingLiquid]
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animator.setParticleEmitterOffsetRegion(splashEmitter,self.waterBounds)
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animator.burstParticleEmitter(splashEmitter)
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end
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end
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return floating
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end
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function updateMovingEffects(floating,moving)
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if moving then
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animator.setAnimationState("propeller", "turning")
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--in water but not underwater
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if floating and self.waterFactor<1.0 then
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local floatingLiquid=mcontroller.liquidId()
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if (floatingLiquid>0) then
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if (floatingLiquid>#self.bowWaveParticleNames) then
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floatingLiquid=1 --off the end, go to "water" as a default
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end
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local bowWaveEmitter=self.bowWaveParticleNames[floatingLiquid]
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local rateFactor=math.abs(mcontroller.xVelocity())/self.targetMoveSpeed
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rateFactor=rateFactor * self.bowWaveMaxEmissionRate
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animator.setParticleEmitterEmissionRate(bowWaveEmitter, rateFactor)
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local bowWaveBounds=self.waterBounds
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animator.setParticleEmitterOffsetRegion(bowWaveEmitter,bowWaveBounds)
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animator.setParticleEmitterActive(bowWaveEmitter, true)
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end
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end
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else
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animator.setAnimationState("propeller", "still")
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for i, emitter in ipairs(self.bowWaveParticleNames) do
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animator.setParticleEmitterActive(emitter, false)
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end
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end
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end
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--make the driver emote according to the damage state of the vehicle
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function updatePassengers(healthFactor)
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if healthFactor >= 0 then
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--if we have a scared face on becasue of taking damage
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if self.damageEmoteTimer > 0 then
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self.damageEmoteTimer = self.damageEmoteTimer - script.updateDt()
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if (self.damageEmoteTimer < 0) then
|
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maxDamageState = #self.damageStateDriverEmotes
|
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damageStateIndex = maxDamageState
|
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damageStateIndex = (maxDamageState - math.ceil(healthFactor * maxDamageState))+1
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vehicle.setLoungeEmote("drivingSeat",self.damageStateDriverEmotes[damageStateIndex])
|
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end
|
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end
|
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end
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end
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||||
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||||
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function applyDamage(damageRequest)
|
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local damage = 0
|
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if damageRequest.damageType == "Damage" then
|
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damage = damage + root.evalFunction2("protection", damageRequest.damage, self.protection)
|
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elseif damageRequest.damageType == "IgnoresDef" then
|
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damage = damage + damageRequest.damage
|
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else
|
||||
return
|
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end
|
||||
|
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updateDamageEffects(damage, false)
|
||||
storage.health = storage.health - damage
|
||||
|
||||
return {{
|
||||
sourceEntityId = damageRequest.sourceEntityId,
|
||||
targetEntityId = entity.id(),
|
||||
position = mcontroller.position(),
|
||||
damageDealt = damageRequest.damage,
|
||||
healthLost = damage,
|
||||
hitType = "Hit",
|
||||
damageSourceKind = damageRequest.damageSourceKind,
|
||||
targetMaterialKind = self.materialKind,
|
||||
killed = storage.health <= 0
|
||||
}}
|
||||
end
|
||||
|
||||
function setDamageEmotes()
|
||||
local damageTakenEmote=config.getParameter("damageTakenEmote")
|
||||
self.damageEmoteTimer=config.getParameter("damageEmoteTime")
|
||||
vehicle.setLoungeEmote("drivingSeat",damageTakenEmote)
|
||||
end
|
||||
|
||||
|
||||
function updateDamageEffects(damage, initialise)
|
||||
local maxDamageState = #self.damageStateNames
|
||||
local healthFactor = (storage.health-damage) / self.maxHealth
|
||||
local prevhealthFactor = storage.health / self.maxHealth
|
||||
|
||||
local prevDamageStateIndex =util.clamp( maxDamageState - math.ceil(prevhealthFactor * maxDamageState)+1, 1, maxDamageState)
|
||||
self.damageStateIndex =util.clamp( maxDamageState - math.ceil(healthFactor * maxDamageState)+1, 1, maxDamageState)
|
||||
|
||||
if ((self.damageStateIndex > prevDamageStateIndex) or initialise==true) then
|
||||
animator.setGlobalTag("damageState", self.damageStateNames[self.damageStateIndex])
|
||||
|
||||
--change the floatation
|
||||
local settingsNameList=config.getParameter("damageMovementSettingNames")
|
||||
local settingsObject = config.getParameter(settingsNameList[self.damageStateIndex])
|
||||
|
||||
self.maxBuoyancy = mcontroller.parameters().liquidBuoyancy
|
||||
|
||||
mcontroller.applyParameters(settingsObject)
|
||||
end
|
||||
|
||||
if (self.damageStateIndex > prevDamageStateIndex) then
|
||||
--people in the vehicle change thier faces when the vehicle is damaged.
|
||||
setDamageEmotes(healthFactor)
|
||||
|
||||
--burstparticles.
|
||||
animator.burstParticleEmitter("damageShards")
|
||||
animator.playSound("changeDamageState")
|
||||
end
|
||||
|
||||
--continual particles resulting from damage
|
||||
if healthFactor < 1.0 then
|
||||
if (self.bubbleThreshold > 0 and healthFactor < self.bubbleThreshold) then
|
||||
local bubbleFactor = 1.0 - (healthFactor / self.bubbleThreshold)
|
||||
animator.setParticleEmitterActive("bubbles", true)
|
||||
animator.setParticleEmitterEmissionRate("bubbles", bubbleFactor * self.maxBubbleRate)
|
||||
end
|
||||
else
|
||||
animator.setParticleEmitterActive("bubbles", false)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function calcGroundCollisionAngle(waterSurface)
|
||||
|
||||
local frontDistance = math.min(distanceToGround(self.frontGroundTestPoint),waterSurface)
|
||||
local backDistance = math.min(distanceToGround(self.backGroundTestPoint),waterSurface)
|
||||
|
||||
if frontDistance == self.maxGroundSearchDistance and backDistance == self.maxGroundSearchDistance then
|
||||
return 0
|
||||
else
|
||||
local groundAngle=-math.atan(backDistance - frontDistance)
|
||||
|
||||
return groundAngle
|
||||
end
|
||||
end
|
||||
|
||||
function distanceToGround(point)
|
||||
-- to worldspace
|
||||
point = vec2.rotate(point, self.angle)
|
||||
point = vec2.add(point, mcontroller.position())
|
||||
|
||||
local endPoint = vec2.add(point, {0, -self.maxGroundSearchDistance})
|
||||
local intPoint = world.lineCollision(point, endPoint)
|
||||
|
||||
if intPoint then
|
||||
world.debugPoint(intPoint, {255, 255, 0, 255})
|
||||
return point[2] - intPoint[2]
|
||||
else
|
||||
world.debugPoint(endPoint, {255, 0, 0, 255})
|
||||
return self.maxGroundSearchDistance
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
function switchHeadLights(activate)
|
||||
self.headlightsOn=activate
|
||||
|
||||
if (self.headlightsOn) then
|
||||
animator.setAnimationState("headlights", "on")
|
||||
else
|
||||
animator.setAnimationState("headlights", "off")
|
||||
end
|
||||
|
||||
animator.setLightActive("headlightBeam", activate)
|
||||
end
|
||||
|
||||
|
||||
--only load torpedo when sufficiently underwater.
|
||||
--display torpedo loading
|
||||
--fire torpedo when requested.
|
||||
--reset reload timer
|
||||
function updateTorpedoFiring(facing, waterFactor)
|
||||
|
||||
local hullState=animator.animationState("base")
|
||||
local torpState=animator.animationState("torpedo")
|
||||
local driver = vehicle.entityLoungingIn("drivingSeat")
|
||||
|
||||
if (driver~=nil and hullState=="idle" and waterFactor>0.5) then
|
||||
|
||||
if (self.torpFireTimer>0) then
|
||||
self.torpFireTimer=self.torpFireTimer-script.updateDt()
|
||||
animator.setAnimationState("torpedo", "hidden")
|
||||
else
|
||||
|
||||
if (torpState=="hidden" and self.torpFireTimer<=0) then
|
||||
animator.setAnimationState("torpedo", "loading")
|
||||
elseif (torpState=="fireone") then
|
||||
local launchPos = vec2.add(mcontroller.position(), {8*facing,-3.375})
|
||||
local launchDir = {facing,0}
|
||||
world.spawnProjectile( "torpedo", launchPos, entity.id(),launchDir)
|
||||
self.torpFireTimer=self.timeBetweenTorps
|
||||
|
||||
elseif (torpState=="waiting" and vehicle.controlHeld("drivingSeat", "PrimaryFire")) then
|
||||
animator.setAnimationState("torpedo", "launch")
|
||||
end
|
||||
end
|
||||
else
|
||||
if (torpState~="hidden" and torpState~="unload" ) then
|
||||
animator.setAnimationState("torpedo", "unload")
|
||||
end
|
||||
end
|
||||
end
|
Loading…
Add table
Add a link
Reference in a new issue