386 lines
16 KiB
Lua
386 lines
16 KiB
Lua
artifact.story = {
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states = enum { -- We use an enum for this so that we can use relational operators to determine if the current state is before or after a target state.
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"loading", -- Mapgen is not yet complete.
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"init", -- For the opening cutscene.
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"pre_vix", -- The player doesn't have Vix yet.
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"main", -- The main game state. Progress is managed by checkpoints here.
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"end", -- The game is over.
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},
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poi = {
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initial_cutscene = {
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start_pos = vector.new(0, 0, 0),
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end_pos = vector.new(0,0,0)
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}
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}
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}
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local ns = artifact.story
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local db = minetest.get_mod_storage()
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local state = db:get_int("state") -- Defaults to zero, i.e. "loading".
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artifact.origin = vector.from_string(db:get("origin") or "(0,0,0)")
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if artifact.debug then state = ns.states.main end
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function ns.enter_init_state()
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ns.play_intro_cutscene()
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end
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function ns.enter_pre_vix_state()
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for _, m in pairs(artifact.players) do
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m:add_health_bar()
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m.object:hud_set_flags {
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crosshair = true,
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wielditem = true,
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}
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m.object:set_pos(artifact.origin:offset(0, -73.5, -4))
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m:set_spawnpoint(artifact.origin:offset(0, -73.5, -4))
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end
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minetest.after(5, function()
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for _, m in pairs(artifact.players) do
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artifact.show_help_message(m, "Certain nodes can be broken by punching them with the blackrod.", "info")
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end
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end)
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end
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function ns.enter_state(to)
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state = to
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minetest.log("State changed to "..to..".")
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if state == ns.states.init then
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ns.enter_init_state()
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elseif state == ns.states.pre_vix then
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ns.enter_pre_vix_state()
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end
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db:set_int("state", state)
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end
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function ns.get_state()
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return state
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end
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-- Used for marking the start position in schematics.
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-- Disappears when not in debug mode.
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artifact.register_node("start_pos", {
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drawtype = not artifact.debug and "airlike" or nil,
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paramtype = "light",
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walkable = artifact.debug or false,
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pointable = artifact.debug or false,
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tiles = {artifact.debug and "artifact_start_pos.png" or "blank.png"}
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})
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function artifact.look_at(m, pos, pos2)
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local rot = (pos2 and pos or m.object:get_pos()):direction(pos2 or pos):dir_to_rotation()
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m.object:set_look_horizontal(rot.y)
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-- Pitch seems to be flipped on the player?
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m.object:set_look_vertical(-rot.x)
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end
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minetest.register_chatcommand("splash", {
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func = function(name)
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local m = artifact.players[name]
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minetest.show_formspec(m.name, "artifact:lock_camera", [[
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formspec_version[10]
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size[32,18]
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padding[0,0]
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bgcolor[#000]
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animated_image[0,0;32,18;;artifact_splash.png;60;100;;]
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]])
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end
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})
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-- Play the opening cutscene.
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function ns.play_intro_cutscene()
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ns.camera = minetest.add_entity(artifact.origin:offset(0,-0.75,0), "display")
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ns.scene = minetest.add_entity(artifact.origin:offset(-2.25,-0.5,7 -1/16), "display")
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ns.scene:set_properties {
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visual = "mesh",
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mesh = "artifact_cutscene_a.gltf",
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textures = {"artifact_key.png", "artifact_statue.png"}
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}
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ns.scene:set_animation({x=0,y=25}, 1, 0.1, false)
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for _, m in pairs(artifact.players) do
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m.object:set_attach(ns.camera)
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minetest.show_formspec(m.name, "artifact:lock_camera", [[
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formspec_version[10]
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size[32,18]
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padding[0,0]
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allow_close[false]
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bgcolor[#0000]
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]])
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m.object:set_look_vertical(0)
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m.object:set_look_horizontal(0)
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end
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-- Begin mess.
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minetest.after(17, function()
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for x = -1, 1 do
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for z = -1, 1 do
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minetest.remove_node(artifact.origin:offset(x, -1, z -5))
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minetest.add_particlespawner {
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pos = {
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min = artifact.origin:offset(x -0.5, -1, z -5 -0.5),
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max = artifact.origin:offset(x +0.5, -0.5, z -5 +0.5)
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},
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vel = {
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min = vector.new(-1, 0, -1) *1.5,
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max = vector.new(1, 2, 1) *1.5
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},
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acc = vector.new(0,-9.81,0),
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collisiondetection = true,
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amount = 50,
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node = {name = "artifact:stone_tile_brown"},
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time = 0.1
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}
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end
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end
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end)
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minetest.after(3.5, function()
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-- Slowly move back as Key walks forward.
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ns.camera:set_acceleration(vector.new(0,0,-0.5))
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minetest.after(1, function()
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-- Decelerate before switching angles, for smoothness.
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ns.camera:set_acceleration(vector.new(0,0,0.3))
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end)
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minetest.after(2, function()
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ns.camera:set_acceleration(vector.zero())
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ns.camera:set_velocity(vector.zero())
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ns.camera:set_pos(artifact.origin:offset(-5, 3, -4))
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for _, m in pairs(artifact.players) do
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artifact.look_at(m, ns.camera:get_pos(), artifact.origin:offset(0,0,1))
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end
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local time = minetest.get_us_time()
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-- Pan to follow Key as he moves toward the pedestal.
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local function interpolate()
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local fac = (minetest.get_us_time() -time) /4000000
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local offset = artifact.interpolate(1, 4, fac)
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for _, m in pairs(artifact.players) do
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artifact.look_at(m, ns.camera:get_pos(), artifact.origin:offset(0,0,-offset))
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end
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-- Do a globalstep callback the lazy way.
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if fac < 1 then minetest.after(0, interpolate) end
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end
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minetest.after(0, interpolate)
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minetest.after(4, function()
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-- Dramatically move backward as Key stares at the statue.
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ns.camera:set_pos(artifact.origin:offset(-0.2, -0.5, -9))
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ns.camera:set_velocity(vector.new(0,0,-0.5))
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for _, m in pairs(artifact.players) do
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m.object:set_look_vertical(0)
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m.object:set_look_horizontal(0)
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end
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minetest.after(6, function()
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-- Cut back to where we were before, so we get a good view of Key falling in the hole.
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ns.camera:set_pos(artifact.origin:offset(-5, 3, -4))
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ns.camera:set_velocity(vector.new(0,0,0))
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for _, m in pairs(artifact.players) do
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artifact.look_at(m, ns.camera:get_pos(), artifact.origin:offset(0,0,-4))
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end
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minetest.after(3, function()
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-- Show epic splash animation while Key finishes falling down the hole.
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for _, m in pairs(artifact.players) do
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artifact.hud_add(m, {
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type = "image",
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name = "background",
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pos = {x=0.5,y=0.5},
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scale = {x=1000,y=1000},
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image = "[fill:16x16:0,0:#000",
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opacity = 0
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})
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m.hud.background:animate {
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opacity = {
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value = 256,
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duration = 0.3
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}
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}
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end
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minetest.after(0.3, function()
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for _, m in pairs(artifact.players) do
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minetest.show_formspec(m.name, "artifact:lock_camera", [[
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formspec_version[10]
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size[32,18]
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padding[0,0]
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allow_close[false]
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bgcolor[#0000]
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animated_image[0,0;32,18;;artifact_splash.png;60;100;;]
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]])
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end
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end)
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minetest.after(6.3, function()
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for _, m in pairs(artifact.players) do
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minetest.show_formspec(m.name, "artifact:lock_camera", [[
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formspec_version[10]
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size[32,18]
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padding[0,0]
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allow_close[false]
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bgcolor[#0000]
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]])
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m.hud.background:animate {
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opacity = {
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value = 0,
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duration = 0.3
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}
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}
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m.hud.background.remove_after = 0.3
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end
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ns.camera:set_pos(artifact.origin:offset(-1, -73, -6))
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ns.camera:set_velocity(vector.new(0,0,0))
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for _, m in pairs(artifact.players) do
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artifact.look_at(m, ns.camera:get_pos(), artifact.origin:offset(1, -74, -3))
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end
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ns.scene:remove()
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ns.scene = minetest.add_entity(artifact.origin:offset(-1, -73.5, -6), "display")
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ns.scene:set_properties {
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visual = "mesh",
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mesh = "artifact_cutscene_b.gltf",
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textures = {"artifact_key.png", "artifact_blackrod.png"}
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}
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minetest.after(0.3, function()
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artifact.push_chat_message("Ow.", "Key", "artifact_key_splash_low.png")
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minetest.after(1, function()
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ns.scene:set_animation({x=0,y=25}, 1, 0.1, false)
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end)
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minetest.after(9, function()
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artifact.push_chat_message("Interesting...", "Key", "artifact_key_splash_low.png")
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end)
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minetest.after(13, function()
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ns.scene:remove()
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for _, m in pairs(artifact.players) do
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m.object:set_detach()
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minetest.close_formspec(m.name, "artifact:lock_camera")
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artifact.look_at(m, ns.camera:get_pos(), artifact.origin:offset(0, -73.5, -8))
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end
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ns.enter_state(ns.states.pre_vix)
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minetest.after(3, function()
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artifact.push_chat_message("I'd better take a few practice swings.", "Key", "artifact_key_splash_low.png")
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end)
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end)
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end)
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end)
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end)
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end)
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end)
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end)
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end)
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-- End mess.
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end
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-- Do mapgen. This isn't technically story-related, but it's here
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-- anyway because we only need to do it for state == "loading"
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-- and it's the only mapgen we do.
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function ns.load_map()
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-- Notify the player that we must mapgen first.
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for _, m in pairs(artifact.players) do
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artifact.hud_add(m, {
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type = "image",
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name = "loading_map_bg",
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pos = {x=0.5,y=0.5},
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scale = {x=1000,y=1000}, -- Cover the whole window without having to get the window size.
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image = "[fill:16x16:0,0:#000"
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})
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artifact.hud_add(m, {
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type = "text",
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name = "loading_map",
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text = "Loading map...",
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pos = {x=0.5,y=0.5},
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size = {x=3,y=0},
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color = minetest.colorspec_to_table("#000")
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})
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m.hud.loading_map:animate {
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color = {
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value = minetest.colorspec_to_table("#888"),
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duration = 0.3,
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}
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}
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end
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-- Make sure the loading HUD fades in first.
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minetest.after(0.3, function()
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-- Emerge the area so we have something to write to.
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-- This is one of the relatively few cases where the
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-- Promise API is actually more than a little helpful,
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-- because we can simply 'yield' until the emerge is
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-- completely finished in a semi-clean way.
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Promise(function(r)
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minetest.emerge_area(vector.new(-1,-1,-1) *100, vector.new(1, 1, 1) *100, function(bpos, action, remaining) if remaining == 0 then r() end end)
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end).after(function()
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for _, m in pairs(artifact.players) do
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m.hud.loading_map:animate {
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color = {
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value = minetest.colorspec_to_table("#000"),
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duration = 0.3,
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}
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}
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end
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-- The mapgen code is here, but the actual world schematic should live in artifact_world.
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local path = minetest.get_modpath("artifact_world").."/schems/map"
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local pos1 = vector.new(-5,-7,-5)
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local pos2 = pos1 +artifact.get_schem_size(path)
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artifact.load_schematic(pos1, path)
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-- Wait a bit to make quite sure that the schematic is in place (and allow the HUD to fade out).
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minetest.after(0.3, function()
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local nodes = minetest.find_nodes_in_area(pos1, pos2, "start_pos")
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-- If we can't find a start marker, fall back to the global origin.
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local start = nodes[1] or vector.zero()
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artifact.origin = start
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db:set_string("origin", start:to_string())
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for _, m in pairs(artifact.players) do
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m.hud.loading_map:remove(m)
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m.hud.loading_map_bg:animate {
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opacity = {
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value = 0,
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duration = 0.3
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}
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}
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m.hud.loading_map_bg.remove_after = 0.3
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m.object:set_pos(start)
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end
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ns.enter_state(artifact.story.states.pre_vix)
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end)
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end)
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end)
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end
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include "objectives.lua"
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local started = false
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minetest.register_on_joinplayer(function(p)
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local m = artifact.players[p:get_player_name()]
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-- Only add the HUD etc. if the player is actually in the game.
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if state == ns.states.init then
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m.object:set_attach(ns.camera)
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minetest.show_formspec(m.name, "artifact:lock_camera", [[
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formspec_version[10]
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allow_close[false]
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bgcolor[#0000]
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]])
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elseif state > ns.states.init then
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m:add_health_bar()
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m.object:hud_set_flags {
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crosshair = true,
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wielditem = true
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}
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end
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-- So we only call this when the _first_ player joins.
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-- Sure, we're technically a singleplayer game, but,
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-- as they say, better to have it and not need it than
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-- need it and not have it.
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if not started then
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started = true
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if state == ns.states.loading then
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ns.load_map()
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elseif state == "init" then
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ns.play_intro_cutscene()
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end
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end
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end)
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if artifact.debug then
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minetest.register_chatcommand("map", {
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func = function()
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local path = minetest.get_modpath("artifact_world").."/schems/map"
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local pos1 = vector.new(-5,-7,-5)
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artifact.load_schematic(pos1, path)
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end
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})
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end
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