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6dob_-_ship_base.txt
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6dob_-_ship_base.txt
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--@name 6DoB - Ship Base
--@author Adversarius, jon b
--@shared
--[[ VERSION: 0
This chip needs the following permissions to work correctly:
input ; for the driver
render.calcview ; for camera
--]]
-- Here are your settings:
if SERVER then
spawn_offset = Vector(0,0,200) -- This is where your ship will spawn relative to where you paste the chip
control_mode = 1 -- 1, 2, or 3. This is just your default, you can change modes while flying
zero_gravity = false -- Set to true if something is already making entities weightless
else
end
-- SHIP CUSTOMIZATION
--[[ Reference
Official 6DoB scale: 1 source unit = 2 meters
--]]
if SERVER then
boxinputs = { -- Used for the hitbox "box generator," format is such: L, W, H, Origin[vector]
{35,9,10,Vector(-13,0,0)},
{38,20,5,Vector(-13,0,7)},
{38,20,5,Vector(-13,0,-7)}
}
extrapoints = {
--[[ --uncomment this if you'd like a blank vector template to work with
{
Vector(0,0,0),Vector(0,0,0),Vector(0,0,0),Vector(0,0,0),
Vector(0,0,0),Vector(0,0,0),Vector(0,0,0),Vector(0,0,0)
}
]]
{
Vector(5,5,8),Vector(5,-5,8),Vector(56,2,8),Vector(56,-2,8),
Vector(5,3,0),Vector(5,-3,0),Vector(56,2,7),Vector(56,-2,7)
},
{
Vector(5,2,-3),Vector(5,-2,-3),Vector(56,1,-7),Vector(56,-1,-7),
Vector(5,5,-8),Vector(5,-5,-8),Vector(56,1,-8),Vector(56,-1,-8)
}
}
--a table for defining custom shaped cubes that are more complicated than what is possible with the function
--these will automatically be added to the creation of the hitbox
--[[ Turret table
Must be structured the following way:
{any ID, any parent ID, Vector position, Angle direction, number speed (degrees / second), {number CW traverse limit, number CCW traverse limit} or nil for full traverse},
If parented to the ship itself, write "ship"
--]]
turrets = {
{1,"ship",Vector(),Angle(),360},
{2,1,Vector(),Angle(0,0,90),360},
}
turret_debug = true -- true or false. true makes turrets render instead of being invisible.
--[[ Weapon table
Common attributes:
Name = any, can be shared between weapons, this can help you identify weapons even when tables are collapsed
Type = string, can be "laser", "launcher", or "particle". If you write anything else, it is up to you to code in the unique behavior for that weapon type.
Parent = must be "ship" or match one of the ID of one of your turrets
Position = Vector, in local space to parent
Angle = Angle, in local space to parent
Damage multiplier = number, flat multiplier to damage
Laser attributes:
Launcher attributes:
Launch_Velocity = number, m/s initial velocity, you really want this to be something at least a LITTLE higher than 0
Warhead = unfinished
Particle attributes:
--]]
weapons = {
{Name = "Example Weapon"
},
}
weapon_debug = true -- true or false. true makes weapon firing points render instead of being invisible.
rotation_rating = 25 -- Multiplies the effectiveness of rotation
translation_rating = 10 -- Multiplies the effectiveness of translation
engine_rating = 25 -- Multiplies the effectiveness of main engine thrust
else
engineGlow = {material.load("effects/muzzleflash1"),material.load("effects/muzzleflash2"),material.load("effects/muzzleflash3"),material.load("effects/muzzleflash4")}
--engineCore = material.load("sprites/physbeama")
end
-- DO NOT TOUCH STUFF BELOW THIS LINE UNLESS YOU REALLY KNOW WHAT YOU'RE DOING!!
local tickInt = game.getTickInterval
function boolToNum(bool) if bool then return 1 else return 0 end end
changedTable = {}
function changed(index,variable)
if variable == changedTable[index] then return false end
changedTable[index] = variable
return true
end
changeTable = {
shipVelocity = Vector()
}
function change(index,variable)
local difference = 0
if changeTable[index] ~= nil then
difference = (variable - changeTable[index])
end
changeTable[index] = variable
return difference
end
if SERVER then
function MakeCubes(tbl)
local supercubetbl = {}
for i,v in pairs(tbl) do
local cubetbl = {
Vector(tbl[i][1]/2,tbl[i][2]/2,tbl[i][3]/2)+tbl[i][4],Vector(-tbl[i][1]/2,tbl[i][2]/2,tbl[i][3]/2)+tbl[i][4],Vector(tbl[i][1]/2,-tbl[i][2]/2,tbl[i][3]/2)+tbl[i][4],Vector(-tbl[i][1]/2,-tbl[i][2]/2,tbl[i][3]/2)+tbl[i][4],
Vector(tbl[i][1]/2,tbl[i][2]/2,-tbl[i][3]/2)+tbl[i][4],Vector(-tbl[i][1]/2,tbl[i][2]/2,-tbl[i][3]/2)+tbl[i][4],Vector(tbl[i][1]/2,-tbl[i][2]/2,-tbl[i][3]/2)+tbl[i][4],Vector(-tbl[i][1]/2,-tbl[i][2]/2,-tbl[i][3]/2)+tbl[i][4]
}
supercubetbl[i] = cubetbl
end
return supercubetbl
end
for i,tab in pairs(extrapoints) do
local _,findTbl = mesh.findConvexHull(tab)
extrapoints[i] = findTbl
end
-- Create the ship hitbox
local hitbox = table.add(MakeCubes(boxinputs),extrapoints)
shipBase = prop.createCustom(chip():getPos()+spawn_offset,Angle(),hitbox)
shipBase:enableDrag(false)
shipBase:enableGravity(zero_gravity)
shipBase:setCollisionGroup(COLLISION_GROUP.WEAPON)
shipBasePhysObj = shipBase:getPhysicsObject()
-- Set ship's inertia
shipBase:setMass(shipBasePhysObj:getVolume()*0.001)
local obbSize = shipBase:obbSize()
shipBase:setInertia(obbSize:getLength()/obbSize)
spawn_offset = nil
-- Initialize table of attachments
attachments = {
ship = shipBase
}
-- Create the turrets
local draw = not turret_debug
for i,tab in ipairs(turrets) do
local parent = attachments[tab[2]]
local base = hologram.create(parent:localToWorld(tab[3]),parent:localToWorldAngles(tab[4]),"models/hunter/plates/plate025x025.mdl")
local turret = hologram.create(base:getPos(),base:getAngles(),"models/editor/spot_cone.mdl")
base:setParent(parent)
turret:setParent(base)
base:setNoDraw(draw)
turret:setNoDraw(draw)
attachments[tab[1]] = turret
turrets[i] = {tab[1],base,turret,tab[5],tab[6]}
end
seat = prop.createSeat(chip():getPos(),Angle(),"models/props_phx/carseat.mdl",true)
hook.add("ClientInitialized","6DoB - Client Initialized",function(ply)
net.start("6DoB - Send Ents to Client")
net.writeEntity(shipBase)
net.writeEntity(seat)
net.send(ply)
end)
-- DEFAULTS
AIM = Vector(1,0,0)
ROTATE = Vector()
TRANSLATE = Vector()
THROTTLE = 0
-- THE HOOKS
net.receive("6DoB - Send Controls",function()
if net.readBool() then -- MOVEMENT SWITCHING
control_mode = net.readUInt(2)
printHud(driver,"Switched to control type ",control_mode)
end
Q = net.readBool()
E = net.readBool()
W = net.readBool()
A = net.readBool()
S = net.readBool()
D = net.readBool()
U = net.readBool()
O = net.readBool()
I = net.readBool()
J = net.readBool()
K = net.readBool()
L = net.readBool()
LSHIFT = net.readBool()
LCONTROL = net.readBool()
Z = net.readBool()
X = net.readBool()
end)
net.receive("6DoB - Driver Aim",function()
AIM = Vector(net.readFloat(),net.readFloat(),net.readFloat())
end)
wire.adjustPorts{ ["P2M"] = "entity" }
hook.add("Input", "HandleInput", function(name, value)
if value:isValid() then
value:setPos(shipBase:getPos())
value:setAngles(shipBase:getAngles()+Angle(0,-90,0))
value:setParent(shipBase)
end
end)
function doShipStuff()
driver = seat:getDriver()
-- CONTROLS
if isValid(driver) then
seat:setPos(shipBase:getPos())
local rotationDamping = (-shipBasePhysObj:getAngleVelocity()*shipBasePhysObj:getInertia())*0.05
if control_mode == 1 then
ROTATE = Vector(boolToNum(E)-boolToNum(Q),boolToNum(W)-boolToNum(S),boolToNum(A)-boolToNum(D))
if ROTATE:isZero() and not shipBasePhysObj:getAngleVelocity():isZero() then
ROTATE = rotationDamping
end
TRANSLATE = Vector(boolToNum(U)-boolToNum(O),boolToNum(J)-boolToNum(L),boolToNum(I)-boolToNum(K))
if TRANSLATE:isZero() and not (shipBasePhysObj:getLocalVelocity()-Vector(THROTTLE,0,0)):isZero() then
TRANSLATE = -shipBasePhysObj:getLocalVelocity()
for i,c in pairs(TRANSLATE) do
TRANSLATE[i] = math.clamp(c,-1,1)
end
TRANSLATE:add(Vector(THROTTLE,0,0))
end
elseif control_mode == 2 then
ROTATE = shipBase:worldToLocalAngles(AIM:getAngle()):getQuaternion():getRotationVector()*shipBasePhysObj:getInertia()*0.2+rotationDamping
if E or Q then
ROTATE:setX(boolToNum(E)-boolToNum(Q))
else
ROTATE:setX(rotationDamping[1])
end
TRANSLATE = Vector(boolToNum(U)-boolToNum(O),boolToNum(J)-boolToNum(L),boolToNum(I)-boolToNum(K))
if TRANSLATE:isZero() and not (shipBasePhysObj:getLocalVelocity()-Vector(THROTTLE,0,0)):isZero() then
TRANSLATE = -shipBasePhysObj:getLocalVelocity()
for i,c in pairs(TRANSLATE) do
TRANSLATE[i] = math.clamp(c,-1,1)
end
TRANSLATE:add(Vector(THROTTLE,0,0))
end
elseif control_mode == 3 then
end
for i,c in pairs(ROTATE) do
ROTATE[i] = math.clamp(c,-1,1)
end
if LSHIFT then
THROTTLE = math.min(THROTTLE+tickInt(),1)
elseif LCONTROL then
THROTTLE = math.max(THROTTLE-tickInt(),0)
end
if Z then
THROTTLE = 1
elseif X then
THROTTLE = 0
end
else
ROTATE:setZero()
end
-- MOVEMENT
mainEngineThrustDirection = shipBase:getForward()*THROTTLE*engine_rating
translation = shipBasePhysObj:localToWorldVector(TRANSLATE)*translation_rating
rotation = shipBasePhysObj:localToWorldVector(ROTATE)*rotation_rating
shipBasePhysObj:applyForceCenter(mainEngineThrustDirection+translation)
shipBasePhysObj:applyTorque(rotation)
-- TURRETS
for i,tab in pairs(turrets) do
local desiredAngle = tab[2]:worldToLocalAngles(AIM:getAngle())[2]
local currentAngle = tab[2]:worldToLocalAngles(tab[3]:getAngles())[2]
local newAngle = 0
if tab[5] then
newAngle = math.approach(currentAngle,math.clamp(desiredAngle,tab[5][1],tab[5][2]),tab[4]*tickInt())
else
newAngle = math.approachAngle(currentAngle,desiredAngle,tab[4]*tickInt())
end
tab[3]:setAngles(tab[2]:localToWorldAngles(Angle(0,newAngle,0)))
end
-- UPDATE CLIENT
net.start("6DoB - Update Client")
net.writeFloat(THROTTLE)
net.send()
end
hook.add("tick","6DoB - Ship",doShipStuff)
hook.add("PlayerEnteredVehicle","6DoB - Enter Seat",function(ply,vehicle)
if vehicle == seat then
enableHud(ply,true)
seat:setNoDraw(true)
seat:setSolid(false)
if hasPermission("entities.setRenderProperty",ply) then
ply:setNoDraw(true)
end
net.start("6DoB - Disable Fog")
net.send(ply)
end
end)
hook.add("PlayerLeaveVehicle","6DoB - Exit Seat",function(ply,vehicle)
if vehicle == seat then
seat:setPos(chip():getPos())
seat:setNoDraw(false)
seat:setSolid(true)
net.start("6DoB - Restore Fog")
net.send(ply)
end
end)
end
if CLIENT then
function keyTapped(key,specialIndex)
if not specialIndex then
specialIndex = key
end
return changed(specialIndex,input.isKeyDown(key)) and input.isKeyDown(key)
end
if hasPermission("enablehud") then
enableHud(player(),true)
end
checkKeys = {"KEY1","KEY2","KEY3", "Q","E","W","A","S","D", "U","O","I","J","K","L", "LSHIFT","LCONTROL", "Z","X",}
engineParticles = particle.create(Vector(),false)
engineTail = {}
-- DEFAULTS
cameraSwap = 1
THROTTLE = 0
-- NET MESSAGES
net.receive("6DoB - Update Client",function()
THROTTLE = net.readFloat()
end)
net.receive("6DoB - Send Ents to Client",function()
shipBase = net.readEntity()
seat = net.readEntity()
end)
net.receive("6DoB - Disable Fog",function()
hook.add("setupworldfog","6DoB - ClearFog1",function()
render.setFogMode(MATERIAL_FOG.NONE)
end)
hook.add("setupskyboxfog","6DoB - ClearFog2",function()
render.setFogMode(MATERIAL_FOG.NONE)
end)
end)
net.receive("6DoB - Restore Fog",function()
hook.remove("setupworldfog","6DoB - ClearFog1")
hook.remove("setupskyboxfog","6DoB - ClearFog2")
end)
hook.add("tick","6DoB - Ship Client",function()
-- CONTROLS
if isValid(seat) then
driver = seat:getDriver()
isDriver = player()==driver
end
if render.isHUDActive() and changed("justSat",isDriver) and isDriver and input.canLockControls() then
input.lockControls(true)
end
if changed("controllocked",input.isControlLocked()) and not input.isControlLocked() and isDriver then
printHud("Controls unlocked! Press CTRL to re-lock")
end
if not input.isControlLocked() and isDriver and keyTapped(KEY.CTRL,80085) then
if input.canLockControls() then
input.lockControls(true)
elseif not input.isControlLocked() then
printHud("Can't lock controls")
end
end
if isDriver and input.isControlLocked() then
for i,k in pairs(checkKeys) do
if changed(k,input.isKeyDown(KEY[k])) then
net.start("6DoB - Send Controls")
local movementSwitch = keyTapped(KEY.KEY1) or keyTapped(KEY.KEY2) or keyTapped(KEY.KEY3)
net.writeBool(movementSwitch)
if movementSwitch then
if input.isKeyDown(KEY.KEY1) then
net.writeUInt(1,2)
elseif input.isKeyDown(KEY.KEY2) then
net.writeUInt(2,2)
elseif input.isKeyDown(KEY.KEY3) then
net.writeUInt(3,2)
end
end
net.writeBool(input.isKeyDown(KEY.Q))
net.writeBool(input.isKeyDown(KEY.E))
net.writeBool(input.isKeyDown(KEY.W))
net.writeBool(input.isKeyDown(KEY.A))
net.writeBool(input.isKeyDown(KEY.S))
net.writeBool(input.isKeyDown(KEY.D))
net.writeBool(input.isKeyDown(KEY.U))
net.writeBool(input.isKeyDown(KEY.O))
net.writeBool(input.isKeyDown(KEY.I))
net.writeBool(input.isKeyDown(KEY.J))
net.writeBool(input.isKeyDown(KEY.K))
net.writeBool(input.isKeyDown(KEY.L))
net.writeBool(input.isKeyDown(KEY.LSHIFT))
net.writeBool(input.isKeyDown(KEY.LCONTROL))
net.writeBool(keyTapped(KEY.Z))
net.writeBool(keyTapped(KEY.X))
net.send(nil,true)
break
end
end
if changed("AIM",render.getEyeVector()) then
net.start("6DoB - Driver Aim")
net.writeFloat(render.getEyeVector()[1])
net.writeFloat(render.getEyeVector()[2])
net.writeFloat(render.getEyeVector()[3])
net.send(nil,true)
end
if keyTapped(KEY.C) then
cameraMode = not cameraMode
if cameraMode then
printHud("Camera: Local")
else
printHud("Camera: Global")
end
end
end
end)
hook.add("think","6DoB - Ship Client Frame",function()
-- THRUSTER FX
if isValid(shipBase) then
currentVelocity = change("shipVelocity",shipBase:getPos())/timer.frametime()
local engineVelocity = currentVelocity-shipBase:getForward()*1024
if THROTTLE~=0 and engineParticles:getParticlesLeft()>0 then
local part = engineParticles:add(table.random(engineGlow),shipBase:localToWorld(Vector(-30,0,0)),4,64,0,0,255*THROTTLE,0,0.2)
part:setRoll(math.rand(-180,180))
part:setRollDelta(math.rand(-2,2))
part:setVelocity(engineVelocity)
--table.insert(engineTail,1,{part,timer.realtime(),THROTTLE})
end
--for i,tab in pairs(engineTail) do
--if not changed(tab[1],tab[1]:getPos()) then
--changedTable[tab[1]] = nil
-- engineTail[i] = nil
-- end
--end
end
end)
hook.add("calcview","6DoB - Calcview",function()
if isValid(shipBase) and isDriver then
-- CAMERA SWITCH
if changed("cameraMode",cameraMode) then
cameraSwap = 0
elseif cameraSwap~=1 then
cameraSwap = math.min(cameraSwap+timer.frametime()*0.5,1)
end
if cameraSwap==1 then
if cameraMode then
vAngles = (shipBase:getQuaternion()*eyeAngles():getQuaternion()):getEulerAngle()
else
vAngles = eyeAngles()
end
else
if cameraMode then
newCamera = (shipBase:getQuaternion()*eyeAngles():getQuaternion()):getEulerAngle()
else
newCamera = eyeAngles()
end
vAngles = math.lerpAngle(cameraSwap,last_vAngles,newCamera)
end
last_vAngles = vAngles
vOrigin = shipBase:getPos()+Vector(-200,0,0):getRotated(vAngles)
local view = {
origin = vOrigin,
angles = vAngles,
drawviewer = false,
fov = 90,
}
return view
end
end)
Upball = hologram.create(Vector(),Angle(),"models/props_phx/construct/glass/glass_dome360.mdl",Vector(0.06))
Upball:setColor(Color(0,255,255))
Upball:setMaterial("hunter/myplastic")
Upball:setNoDraw(true)
Upball:suppressEngineLighting(true)
Downball = hologram.create(Vector(),Upball:localToWorldAngles(Angle(180,0,0)),"models/props_phx/construct/glass/glass_dome360.mdl",Vector(0.06))
Downball:setColor(Color(255,0,255))
Downball:setMaterial("hunter/myplastic")
Downball:setNoDraw(true)
Downball:suppressEngineLighting(true)
hook.add("predrawviewmodels","6DoB - Draw 3D Hud Elements",function()
if isDriver then
local ballPos = render.getEyePos()+Vector(20,-20,-10):getRotated(render.getAngles())
Upball:setPos(ballPos)
Upball:draw(false)
Downball:setPos(ballPos)
Downball:draw(false)
end
end)
hook.add("postdrawhud", "6DoB - Draw 2D Hud Elements",function()
if isDriver then
local ScrW, ScrH = render.getGameResolution()
local BallPos = Upball:getPos():toScreen()
local BallX = BallPos.x
local BallY = BallPos.y
render.setColor(Color(40,40,40))
render.drawRect(BallX-250,BallY-150,60,300)
render.setColor(Color(100,120,150))
render.drawRect(BallX-250,BallY+140-(280*THROTTLE),60,5)
render.drawPoly({
{x = BallX-270, y = BallY+152.5-(280*THROTTLE)},
{x = BallX-270, y = BallY+132.5-(280*THROTTLE)},
{x = BallX-250, y = BallY+142.5-(280*THROTTLE)}
})
render.drawPoly({
{x = BallX-190, y = BallY+142.5-(280*THROTTLE)},
{x = BallX-170, y = BallY+132.5-(280*THROTTLE)},
{x = BallX-170, y = BallY+152.5-(280*THROTTLE)}
})
render.setColor(Color(100,100,100))
render.drawRect(BallX-250,BallY-140,60,3)
render.drawRect(BallX-240,BallY-105,40,3)
render.drawRect(BallX-240,BallY-70,40,3)
render.drawRect(BallX-240,BallY-35,40,3)
render.drawRect(BallX-250,BallY,60,3)
render.drawRect(BallX-240,BallY+35,40,3)
render.drawRect(BallX-240,BallY+70,40,3)
render.drawRect(BallX-240,BallY+105,40,3)
render.drawRect(BallX-250,BallY+140,60,3)
render.setColor(Color(0,0,0,200))
render.drawRect(BallX-255,BallY-185,70,30)
render.setColor(Color(255,255,255))
render.drawText(BallX-220,BallY-180,"Throttle: "..math.round(THROTTLE*100),TEXT_ALIGN.CENTER)
end
end)
--[[
hook.add("postdrawtranslucentrenderables","6DoB - postdrawtranslucentrenderables",function(depth,skybox,skybox3d)
if skybox or skybox3d then return end
if isValid(shipBase) then
render.setMaterial(engineCore)
if THROTTLE>0 then
render.start3DBeam(#engineTail+1)
render.add3DBeam(shipBase:localToWorld(Vector(-30,0,0)),2,timer.realtime(),Color(255,255,255,255*THROTTLE))
else
render.start3DBeam(#engineTail)
end
for i,tab in ipairs(engineTail) do
render.add3DBeam(tab[1]:getPos(),(timer.realtime()-tab[2])*256+2,tab[2],Color(255,255,255,(1-i/#engineTail)*255*tab[3]))
end
render.end3DBeam()
end
end)]]
end