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- -- boats/init.lua
- -- Load support for MT game translation.
- local S = minetest.get_translator("boats")
- --
- -- Helper functions
- --
- local function is_water(pos)
- local nn = minetest.get_node(pos).name
- return minetest.get_item_group(nn, "water") ~= 0
- end
- local function get_velocity(v, yaw, y)
- local x = -math.sin(yaw) * v
- local z = math.cos(yaw) * v
- return {x = x, y = y, z = z}
- end
- local function get_v(v)
- return math.sqrt(v.x ^ 2 + v.z ^ 2)
- end
- --
- -- Boat entity
- --
- local boat = {
- initial_properties = {
- physical = true,
- -- Warning: Do not change the position of the collisionbox top surface,
- -- lowering it causes the boat to fall through the world if underwater
- collisionbox = {-0.5, -0.35, -0.5, 0.5, 0.3, 0.5},
- visual = "mesh",
- mesh = "boats_boat.obj",
- textures = {"default_wood.png"},
- },
- driver = nil,
- v = 0,
- last_v = 0,
- removed = false,
- auto = false
- }
- function boat.on_rightclick(self, clicker)
- if not clicker or not clicker:is_player() then
- return
- end
- local name = clicker:get_player_name()
- if self.driver and name == self.driver then
- self.driver = nil
- self.auto = false
- clicker:set_detach()
- player_api.player_attached[name] = false
- player_api.set_animation(clicker, "stand" , 30)
- local pos = clicker:get_pos()
- pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
- minetest.after(0.1, function()
- clicker:set_pos(pos)
- end)
- elseif not self.driver then
- local attach = clicker:get_attach()
- if attach and attach:get_luaentity() then
- local luaentity = attach:get_luaentity()
- if luaentity.driver then
- luaentity.driver = nil
- end
- clicker:set_detach()
- end
- self.driver = name
- clicker:set_attach(self.object, "",
- {x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0})
- player_api.player_attached[name] = true
- minetest.after(0.2, function()
- player_api.set_animation(clicker, "sit" , 30)
- end)
- clicker:set_look_horizontal(self.object:get_yaw())
- end
- end
- -- If driver leaves server while driving boat
- function boat.on_detach_child(self, child)
- self.driver = nil
- self.auto = false
- end
- function boat.on_activate(self, staticdata, dtime_s)
- self.object:set_armor_groups({immortal = 1})
- if staticdata then
- self.v = tonumber(staticdata)
- end
- self.last_v = self.v
- end
- function boat.get_staticdata(self)
- return tostring(self.v)
- end
- function boat.on_punch(self, puncher)
- if not puncher or not puncher:is_player() or self.removed then
- return
- end
- local name = puncher:get_player_name()
- if self.driver and name == self.driver then
- self.driver = nil
- puncher:set_detach()
- player_api.player_attached[name] = false
- end
- if not self.driver then
- self.removed = true
- local inv = puncher:get_inventory()
- if not minetest.is_creative_enabled(name)
- or not inv:contains_item("main", "boats:boat") then
- local leftover = inv:add_item("main", "boats:boat")
- -- if no room in inventory add a replacement boat to the world
- if not leftover:is_empty() then
- minetest.add_item(self.object:get_pos(), leftover)
- end
- end
- -- delay remove to ensure player is detached
- minetest.after(0.1, function()
- self.object:remove()
- end)
- end
- end
- function boat.on_step(self, dtime)
- self.v = get_v(self.object:get_velocity()) * math.sign(self.v)
- if self.driver then
- local driver_objref = minetest.get_player_by_name(self.driver)
- if driver_objref then
- local ctrl = driver_objref:get_player_control()
- if ctrl.up and ctrl.down then
- if not self.auto then
- self.auto = true
- minetest.chat_send_player(self.driver, S("Boat cruise mode on"))
- end
- elseif ctrl.down then
- self.v = self.v - dtime * 2.0
- if self.auto then
- self.auto = false
- minetest.chat_send_player(self.driver, S("Boat cruise mode off"))
- end
- elseif ctrl.up or self.auto then
- self.v = self.v + dtime * 2.0
- end
- if ctrl.left then
- if self.v < -0.001 then
- self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
- else
- self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
- end
- elseif ctrl.right then
- if self.v < -0.001 then
- self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
- else
- self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
- end
- end
- end
- end
- local velo = self.object:get_velocity()
- if not self.driver and
- self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
- self.object:set_pos(self.object:get_pos())
- return
- end
- -- We need to preserve velocity sign to properly apply drag force
- -- while moving backward
- local drag = dtime * math.sign(self.v) * (0.01 + 0.0796 * self.v * self.v)
- -- If drag is larger than velocity, then stop horizontal movement
- if math.abs(self.v) <= math.abs(drag) then
- self.v = 0
- else
- self.v = self.v - drag
- end
- local p = self.object:get_pos()
- p.y = p.y - 0.5
- local new_velo
- local new_acce = {x = 0, y = 0, z = 0}
- if not is_water(p) then
- local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
- if (not nodedef) or nodedef.walkable then
- self.v = 0
- new_acce = {x = 0, y = 1, z = 0}
- else
- new_acce = {x = 0, y = -9.8, z = 0}
- end
- new_velo = get_velocity(self.v, self.object:get_yaw(),
- self.object:get_velocity().y)
- self.object:set_pos(self.object:get_pos())
- else
- p.y = p.y + 1
- if is_water(p) then
- local y = self.object:get_velocity().y
- if y >= 5 then
- y = 5
- elseif y < 0 then
- new_acce = {x = 0, y = 20, z = 0}
- else
- new_acce = {x = 0, y = 5, z = 0}
- end
- new_velo = get_velocity(self.v, self.object:get_yaw(), y)
- self.object:set_pos(self.object:get_pos())
- else
- new_acce = {x = 0, y = 0, z = 0}
- if math.abs(self.object:get_velocity().y) < 1 then
- local pos = self.object:get_pos()
- pos.y = math.floor(pos.y) + 0.5
- self.object:set_pos(pos)
- new_velo = get_velocity(self.v, self.object:get_yaw(), 0)
- else
- new_velo = get_velocity(self.v, self.object:get_yaw(),
- self.object:get_velocity().y)
- self.object:set_pos(self.object:get_pos())
- end
- end
- end
- self.object:set_velocity(new_velo)
- self.object:set_acceleration(new_acce)
- end
- minetest.register_entity("boats:boat", boat)
- minetest.register_craftitem("boats:boat", {
- description = S("Boat"),
- inventory_image = "boats_inventory.png",
- wield_image = "boats_wield.png",
- wield_scale = {x = 2, y = 2, z = 1},
- liquids_pointable = true,
- groups = {flammable = 2},
- on_place = function(itemstack, placer, pointed_thing)
- local under = pointed_thing.under
- local node = minetest.get_node(under)
- local udef = minetest.registered_nodes[node.name]
- if udef and udef.on_rightclick and
- not (placer and placer:is_player() and
- placer:get_player_control().sneak) then
- return udef.on_rightclick(under, node, placer, itemstack,
- pointed_thing) or itemstack
- end
- if pointed_thing.type ~= "node" then
- return itemstack
- end
- if not is_water(pointed_thing.under) then
- return itemstack
- end
- pointed_thing.under.y = pointed_thing.under.y + 0.5
- boat = minetest.add_entity(pointed_thing.under, "boats:boat")
- if boat then
- if placer then
- boat:set_yaw(placer:get_look_horizontal())
- end
- local player_name = placer and placer:get_player_name() or ""
- if not minetest.is_creative_enabled(player_name) then
- itemstack:take_item()
- end
- end
- return itemstack
- end,
- })
- minetest.register_craft({
- output = "boats:boat",
- recipe = {
- {"", "", "" },
- {"group:wood", "", "group:wood"},
- {"group:wood", "group:wood", "group:wood"},
- },
- })
- minetest.register_craft({
- type = "fuel",
- recipe = "boats:boat",
- burntime = 20,
- })
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