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master
Ciaran Gultnieks 2015-04-20 22:36:28 +01:00
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README.md Normal file
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# Sailing
# License
LGPL
Originally based on minetest_game boats mod by PilzAdam (WTFPL)
## Media
textures: Zeg9 (WTFPL)
model: thetoon and Zeg9, modified by PavelS(SokolovPavel) (WTFPL)

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depends.txt Normal file
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local function is_water(pos)
local nn = minetest.get_node(pos).name
return minetest.get_item_group(nn, "water") ~= 0
end
local function get_sign(i)
if i == 0 then
return 0
else
return i / math.abs(i)
end
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
local function on_step(self, dtime)
self.v = get_v(self.object:getvelocity()) * get_sign(self.v)
if self.driver then
local ctrl = self.driver:get_player_control()
local yaw = self.object:getyaw()
if ctrl.up then
self.v = self.v + 0.1
elseif ctrl.down then
self.v = self.v - 0.1
end
if ctrl.left then
self.object:setyaw(yaw + (1 + dtime) * 0.03)
elseif ctrl.right then
self.object:setyaw(yaw - (1 + dtime) * 0.03)
end
end
local velo = self.object:getvelocity()
if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
self.object:setpos(self.object:getpos())
return
end
local s = get_sign(self.v)
self.v = self.v - 0.02 * s
if s ~= get_sign(self.v) then
self.object:setvelocity({x = 0, y = 0, z = 0})
self.v = 0
return
end
if math.abs(self.v) > 4.5 then
self.v = 4.5 * get_sign(self.v)
end
local p = self.object:getpos()
p.y = p.y - 0.5
local new_velo = {x = 0, y = 0, z = 0}
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:getyaw(), self.object:getvelocity().y)
self.object:setpos(self.object:getpos())
else
p.y = p.y + 1
if is_water(p) then
local y = self.object:getvelocity().y
if y >= 4.5 then
y = 4.5
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:getyaw(), y)
self.object:setpos(self.object:getpos())
else
new_acce = {x = 0, y = 0, z = 0}
if math.abs(self.object:getvelocity().y) < 1 then
local pos = self.object:getpos()
pos.y = math.floor(pos.y) + 0.5
self.object:setpos(pos)
new_velo = get_velocity(self.v, self.object:getyaw(), 0)
else
new_velo = get_velocity(self.v, self.object:getyaw(), self.object:getvelocity().y)
self.object:setpos(self.object:getpos())
end
end
end
self.object:setvelocity(new_velo)
self.object:setacceleration(new_acce)
end
local function register_vessel(name, data)
local def = {
physical = true,
collisionbox = data.collisionbox,
visual = "mesh",
mesh = data.mesh,
textures = data.textures,
driver = nil,
passenger = nil,
v = 0,
last_v = 0,
removed = false
}
def.on_rightclick = function(self, clicker)
if not clicker or not clicker:is_player() then
return
end
local name = clicker:get_player_name()
if self.driver and clicker == self.driver then
self.driver = nil
clicker:set_detach()
default.player_attached[name] = false
default.player_set_animation(clicker, "stand" , 30)
clicker:setpos(vector.add(clicker:getpos(), {x=0, y=2, z=0}))
elseif self.passenger and clicker == self.passenger then
self.passenger = nil
clicker:set_detach()
clicker:set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})
default.player_attached[name] = false
default.player_set_animation(clicker, "stand" , 30)
clicker:setpos(vector.add(clicker:getpos(), {x=0, y=2, z=0}))
elseif not self.driver then
self.driver = clicker
clicker:set_attach(self.object, "", data.attachpos, {x = 0, y = 0, z = 0})
default.player_attached[name] = true
minetest.after(0.2, function()
default.player_set_animation(clicker, "sit" , 30)
end)
elseif not self.passenger and data.attachpos2 then
self.passenger = clicker
clicker:set_attach(self.object, "", data.attachpos2, {x = 0, y = 0, z = 0})
clicker:set_eye_offset({x=0,y=0,z=-1.5},{x=0,y=0,z=0})
default.player_attached[name] = true
minetest.after(0.2, function()
default.player_set_animation(clicker, "sit" , 30)
end)
end
end
def.on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, direction)
if not puncher or not puncher:is_player() or self.driver or self.passenger then
return
end
self.object:remove()
puncher:get_inventory():add_item("main", self.name)
end
def.on_activate = function(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
def.get_staticdata = function(self)
return tostring(self.v)
end
def.on_step = on_step
minetest.register_entity(name, def)
minetest.register_craft({
output = name,
recipe = data.recipe})
minetest.register_craftitem(name, {
description = data.description,
inventory_image = data.inventory_image,
wield_image = data.wield_image,
wield_scale = {x = 2, y = 2, z = 1},
liquids_pointable = true,
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return
end
if not is_water(pointed_thing.under) then
return
end
pointed_thing.under.y = pointed_thing.under.y + 0.5
local obj = minetest.add_entity(pointed_thing.under, name)
if obj then
obj:setyaw(placer:get_look_yaw() - math.pi / 2)
itemstack:take_item()
end
return itemstack
end,
})
end
register_vessel("sailing:raft", {
collisionbox = {-0.5, -0.4, -0.5, 0.5, 0.3, 0.5},
mesh = "sailing_raft.x",
textures = {"default_wood.png"},
attachpos = {x = 0, y = 11, z = -3},
recipe = {
{"", "", "" },
{"group:wood", "", "group:wood"},
{"group:wood", "group:wood", "group:wood"},
},
description = "Raft",
wield_image = "sailing_raft_wield.png",
inventory_image = "sailing_raft_inventory.png",
})
register_vessel("sailing:sailboat", {
collisionbox = {-1, -0.5, -1, 1, 0.5, 1},
mesh = "sailing_sailboat.x",
textures = {"sailing_sailboat.png"},
attachpos = {x = 0, y = 11, z = 0},
recipe = {
{"", "wool:white", "" },
{"group:wood", "default:stick", "group:wood"},
{"group:wood", "group:wood", "group:wood"},
},
description = "Sailing Boat",
wield_image = "sailing_sailboat_wield.png",
inventory_image = "sailing_sailboat_inventory.png",
})
register_vessel("sailing:twinboat", {
collisionbox = {-1, -0.5, -1, 1, 0.5, 1},
mesh = "sailing_twinboat.b3d",
textures = {"sailing_sailboat.png"},
attachpos = {x = 0, y = 11, z = 3},
attachpos2 = {x = 0, y = 11, z = -10},
recipe = {
{"", "default:stick", "" },
{"group:wood", "default:stick", "group:wood"},
{"group:wood", "group:wood", "group:wood"},
},
description = "Twin Boat",
wield_image = "sailing_sailboat_wield.png",
inventory_image = "sailing_sailboat_inventory.png",
})

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