Fix boat deprecated calls
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@ -37,7 +37,7 @@ minetest.register_entity("boat:boat", {
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self.object:set_acceleration({x = 0, y = -9.81, z = 0})
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end,
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on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
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local pos = self.object:getpos()
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local pos = self.object:get_pos()
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minetest.add_item(pos, "boat:boat")
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self.object:remove()
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end,
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@ -69,7 +69,7 @@ minetest.register_entity("boat:boat", {
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end,
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--check if the boat is stuck on land
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check_if_on_land = function(self)
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local pos = self.object:getpos()
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local pos = self.object:get_pos()
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pos.y = pos.y - 0.37
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local bottom_node = minetest.get_node(pos).name
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if (bottom_node == "main:water" or bottom_node == "main:waterflow" or bottom_node == "air") then
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@ -87,7 +87,7 @@ minetest.register_entity("boat:boat", {
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local move = rider:get_player_control().up
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self.moving = nil
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if move then
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local currentvel = self.object:getvelocity()
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local currentvel = self.object:get_velocity()
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local goal = rider:get_look_dir()
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goal = vector.multiply(goal,9)
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local acceleration = vector.new(goal.x-currentvel.x,0,goal.z-currentvel.z)
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@ -102,14 +102,14 @@ minetest.register_entity("boat:boat", {
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--players push boat
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push = function(self)
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local pos = self.object:getpos()
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local pos = self.object:get_pos()
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for _,object in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
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if object:is_player() and object:get_player_name() ~= self.rider then
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local player_pos = object:getpos()
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local player_pos = object:get_pos()
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pos.y = 0
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player_pos.y = 0
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local currentvel = self.object:getvelocity()
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local currentvel = self.object:get_velocity()
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local vel = vector.subtract(pos, player_pos)
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vel = vector.normalize(vel)
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local distance = vector.distance(pos,player_pos)
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@ -125,14 +125,14 @@ minetest.register_entity("boat:boat", {
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--makes the boat float
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float = function(self)
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local pos = self.object:getpos()
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local pos = self.object:get_pos()
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local node = minetest.get_node(pos).name
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self.swimming = false
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--flow normally if floating else don't
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if node == "main:water" or node =="main:waterflow" then
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self.swimming = true
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local vel = self.object:getvelocity()
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local vel = self.object:get_velocity()
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local goal = 3
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local acceleration = vector.new(0,goal-vel.y,0)
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self.object:add_velocity(acceleration)
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@ -141,7 +141,7 @@ minetest.register_entity("boat:boat", {
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--makes boats flow
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flow = function(self)
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local pos = self.object:getpos()
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local pos = self.object:get_pos()
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pos.y = pos.y - 0.4
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local node = minetest.get_node(pos).name
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local node_above = minetest.get_node(vector.new(pos.x,pos.y+1,pos.z)).name
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@ -149,9 +149,9 @@ minetest.register_entity("boat:boat", {
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local goalz = 0
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--print(node_above)
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if (node == "main:waterflow" or node == "main:water" ) and not self.moving == true and (node_above ~= "main:water" and node_above ~= "main:waterflow") then
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local currentvel = self.object:getvelocity()
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local currentvel = self.object:get_velocity()
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local level = minetest.get_node_level(pos)
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local pos = self.object:getpos()
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local pos = self.object:get_pos()
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for x = -1,1 do
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for y = -1,0 do
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for z = -1,1 do
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@ -181,7 +181,7 @@ minetest.register_entity("boat:boat", {
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--slows the boat down
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slowdown = function(self)
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if not self.moving == true then
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local vel = self.object:getvelocity()
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local vel = self.object:get_velocity()
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local deceleration = vector.multiply(vel, -0.01)
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self.object:add_velocity(deceleration)
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end
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@ -285,7 +285,7 @@ minetest.register_entity("boat:iron_boat", {
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self.object:set_acceleration({x = 0, y = -9.81, z = 0})
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end,
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on_punch = function(self, puncher, time_from_last_punch, tool_capabilities, dir)
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local pos = self.object:getpos()
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local pos = self.object:get_pos()
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minetest.add_item(pos, "boat:boat")
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self.object:remove()
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end,
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@ -323,7 +323,7 @@ minetest.register_entity("boat:iron_boat", {
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local move = rider:get_player_control().up
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self.moving = nil
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if move then
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local currentvel = self.object:getvelocity()
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local currentvel = self.object:get_velocity()
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local goal = rider:get_look_dir()
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goal = vector.multiply(goal,20)
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local acceleration = vector.new(goal.x-currentvel.x,0,goal.z-currentvel.z)
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@ -338,14 +338,14 @@ minetest.register_entity("boat:iron_boat", {
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--players push boat
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push = function(self)
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local pos = self.object:getpos()
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local pos = self.object:get_pos()
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for _,object in ipairs(minetest.get_objects_inside_radius(pos, 1)) do
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if object:is_player() and object:get_player_name() ~= self.rider then
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local player_pos = object:getpos()
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local player_pos = object:get_pos()
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pos.y = 0
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player_pos.y = 0
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local currentvel = self.object:getvelocity()
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local currentvel = self.object:get_velocity()
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local vel = vector.subtract(pos, player_pos)
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vel = vector.normalize(vel)
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local distance = vector.distance(pos,player_pos)
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@ -361,7 +361,7 @@ minetest.register_entity("boat:iron_boat", {
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--makes the boat float
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float = function(self)
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local pos = self.object:getpos()
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local pos = self.object:get_pos()
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local pos2 = vector.new(pos.x,pos.y-3,pos.z)
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local ray = minetest.raycast(pos, pos2, false, true)
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@ -370,7 +370,7 @@ minetest.register_entity("boat:iron_boat", {
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if pointed_thing then
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self.swimming = true
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local vel = self.object:getvelocity()
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local vel = self.object:get_velocity()
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local goal = 3
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local acceleration = vector.new(0,goal-vel.y,0)
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self.object:add_velocity(acceleration)
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@ -380,7 +380,7 @@ minetest.register_entity("boat:iron_boat", {
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--slows the boat down
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slowdown = function(self)
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if not self.moving == true then
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local vel = self.object:getvelocity()
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local vel = self.object:get_velocity()
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local deceleration = vector.multiply(vel, -0.01)
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self.object:add_velocity(deceleration)
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end
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