elepower/elepower_machines/machines/wind_turbine.lua

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local function get_formspec_default(power, state)
return "size[8,8.5]"..
default.gui_bg..
default.gui_bg_img..
default.gui_slots..
ele.formspec.power_meter(power)..
ele.formspec.state_switcher(7, 0, state)..
"list[current_player;main;0,4.25;8,1;]"..
"list[current_player;main;0,5.5;8,3;8]"..
default.get_hotbar_bg(0, 4.25)
end
-- Primitive wind checking function
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elepm.wind_height_constant = 10
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function elepm.wind_check(pos)
if pos.y < elepm.wind_height_constant then
return 0
end
return math.floor(pos.y / elepm.wind_height_constant)
end
-- A generator that creates power using altitude
function ele.register_wind_generator(nodename, nodedef)
-- Allow for custom formspec
local get_formspec = get_formspec_default
if nodedef.get_formspec then
get_formspec = nodedef.get_formspec
nodedef.get_formspec = nil
end
local defaults = {
groups = {
ele_provider = 1,
oddly_breakable_by_hand = 1,
wind_generator = 1,
},
tube = false,
paramtype2 = 0,
on_timer = function (pos, elapsed)
local refresh = false
local meta = minetest.get_meta(pos)
local capacity = ele.helpers.get_node_property(meta, pos, "capacity")
local generation = ele.helpers.get_node_property(meta, pos, "usage")
local storage = ele.helpers.get_node_property(meta, pos, "storage")
local state = meta:get_int("state")
local is_enabled = ele.helpers.state_enabled(meta, pos, state)
local pow_buffer = {capacity = capacity, storage = storage, usage = 0}
local status = "Idle"
local wind = meta:get_int("wind")
while true do
if not is_enabled then
status = "Off"
wind = 0
break
end
local multiplier = 1
local tentpos = vector.subtract(pos, {x=0,y=0,z=1})
for i, ob in pairs(minetest.get_objects_inside_radius(tentpos, 0.5)) do
if ob:get_luaentity() and ob:get_luaentity().name == "elepower_machines:wind_turbine_blades" then
multiplier = 4
break
end
end
wind = elepm.wind_check(pos) * multiplier
if wind == 0 then
status = "No wind"
break
end
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pow_buffer.usage = wind
if pow_buffer.storage + pow_buffer.usage > pow_buffer.capacity then
break
end
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status = "Active"
refresh = true
pow_buffer.storage = pow_buffer.storage + pow_buffer.usage
break
end
meta:set_string("formspec", get_formspec(pow_buffer, state))
meta:set_string("infotext", ("Wind Turbine %s\n%s"):format(status,
ele.capacity_text(capacity, pow_buffer.storage)))
meta:set_int("storage", pow_buffer.storage)
meta:set_int("wind", wind)
return refresh
end,
on_construct = function (pos)
local meta = minetest.get_meta(pos)
local capacity = ele.helpers.get_node_property(meta, pos, "capacity")
local storage = ele.helpers.get_node_property(meta, pos, "storage")
meta:set_string("formspec", get_formspec({capacity = capacity, storage = storage, usage = 0}, 0))
end
}
for key,val in pairs(defaults) do
if not nodedef[key] then
nodedef[key] = val
end
end
ele.register_machine(nodename, nodedef)
end
ele.register_wind_generator("elepower_machines:wind_turbine", {
description = "Wind Turbine\nRequires Wind Turbine Blades",
tiles = {
"elepower_machine_top.png", "elepower_machine_base.png", "elepower_machine_side.png",
"elepower_machine_side.png", "elepower_machine_side.png", "elepower_machine_side.png^elepower_wind_turbine_face.png",
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},
ele_upgrades = {
capacitor = {"capacity"},
}
})
minetest.register_craftitem("elepower_machines:wind_turbine_blades", {
description = "Wind Turbine Blades (Wooden)\nSneak Right-Click on the Wind Turbine node to place it",
inventory_image = "elepower_wind_turbine_blades.png",
on_place = function (itemstack, clicker, pointed_thing)
local pos = pointed_thing.under
if pointed_thing.type ~= "node" then return itemstack end
local node = minetest.get_node(pos)
if minetest.get_item_group(node.name, "wind_generator") == 0 then
return itemstack
end
local place_at = vector.add(pos, {x = 0, y = 0, z = -1})
local e = minetest.add_entity(place_at, "elepower_machines:wind_turbine_blades")
local ent = e:get_luaentity()
ent.controller = pos
itemstack:take_item(1)
return itemstack
end
})
minetest.register_entity("elepower_machines:wind_turbine_blades", {
initial_properties = {
hp_max = 10,
visual = "mesh",
mesh = "elepower_wind_blades.obj",
physical = true,
textures = {"default_wood.png"},
backface_culling = false,
visual_size = {x = 10, y = 10},
},
timer = 0,
controller = {x = 0, y = 0, z = 0},
wind = false,
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on_step = function (self, dt)
if self.wind then
local rot = self.object:get_rotation()
self.object:set_rotation({x = 0, y = 0, z = rot.z + 0.02 * math.pi})
end
-- Wind check timer
self.timer = self.timer + 1
if self.timer < 100 then
return self
end
self.timer = 0
local meta = minetest.get_meta(self.controller)
if meta and meta:get_int("wind") > 0 then
self.wind = true
else
self.wind = false
end
end,
on_punch = function (self, puncher, time_from_last_punch, tool_capabilities, dir)
local itm = ItemStack("elepower_machines:wind_turbine_blades")
if not puncher or puncher == "" or puncher:get_player_name() == "" then return self end
local inv = puncher:get_inventory()
if inv:room_for_item("main", itm) then
inv:add_item("main", itm)
else
minetest.item_drop(itm, puncher, self.object:get_pos())
end
self.object:set_hp(0)
end
})