boats/init.lua

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handlers = {}
minetest.register_on_leaveplayer(function(player)
handlers[player:get_player_name()] = nil
end)
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--
-- Helper functions
--
local function is_water(pos)
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return minetest.get_item_group(minetest.get_node(pos).name, "water") ~= 0
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end
local function get_sign(i)
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if i == 0 then
return 0
else
return i / math.abs(i)
end
end
local function get_velocity(v, yaw, y)
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local x = -math.sin(yaw) * v
local z = math.cos(yaw) * v
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return {x = x, y = y, z = z}
end
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local square = math.sqrt
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local function get_v(v)
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return square(v.x *v.x + v.z *v.z)
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end
--
-- Boat entity
--
local boat = {
physical = true,
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--collisionbox = {-0.5, -0.4, -0.5, 0.5, 0.3, 0.5}, -- rowboat
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collisionbox = {-0.5, -0.35, -0.5, 0.5, 0.3, 0.5}, -- boat
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visual = "mesh",
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--mesh = "rowboat.x",
mesh = "boat.obj",
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textures = {"default_wood.png"},
driver = nil,
v = 0,
last_v = 0,
removed = false
}
function boat.on_rightclick(self, clicker)
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if not clicker or not clicker:is_player() then
return
end
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local name = clicker:get_player_name()
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if self.driver and clicker == self.driver then
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handlers[name] = nil
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self.driver = nil
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clicker:set_detach()
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default.player_attached[name] = false
default.player_set_animation(clicker, "stand" , 30)
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local pos = clicker:getpos()
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minetest.after(0.1, function()
clicker:setpos({x=pos.x, y=pos.y+0.2, z=pos.z})
end)
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elseif not self.driver then
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if handlers[name] and handlers[name].driver then
handlers[name].driver = nil
end
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handlers[name] = self.object:get_luaentity()
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self.driver = clicker
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clicker:set_attach(self.object, "",
{x = 0, y = 11, z = -3}, {x = 0, y = 0, z = 0})
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default.player_attached[name] = true
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minetest.after(0.2, function()
default.player_set_animation(clicker, "sit" , 30)
end)
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self.object:setyaw(clicker:get_look_yaw() - math.pi / 2)
end
end
function boat.on_activate(self, staticdata, dtime_s)
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if (mobs and mobs.entity and mobs.entity == false)
or not self then
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self.object:remove()
return
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end
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self.object:set_armor_groups({immortal = 1})
self.v = 0
self.v2 = self.v
self.last_v = self.v
self.count = 0
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end
function boat.on_punch(self, puncher)
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if not puncher or not puncher:is_player() or self.removed then
return
end
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if self.driver and puncher == self.driver then
local name = puncher:get_player_name()
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puncher:set_detach()
self.driver = nil
handlers[name] = nil
default.player_attached[name] = false
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end
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if not self.driver then
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self.removed = true
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if not minetest.setting_getbool("creative_mode") then
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local inv = puncher:get_inventory()
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if inv:room_for_item("main", "boats:boat") then
inv:add_item("main", "boats:boat")
else
minetest.add_item(self.object:getpos(), "boats:boat")
end
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end
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self.object:remove()
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end
end
function boat.on_step(self, dtime)
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-- after 10 seconds remove boat and drop as item if not boarded
self.count = self.count + dtime
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if self.count > 10 then
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minetest.add_item(self.object:getpos(), "boats:boat")
self.object:remove()
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return
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end
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self.v = get_v(self.object:getvelocity()) * get_sign(self.v)
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if self.driver then
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self.count = 0
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local ctrl = self.driver:get_player_control()
local yaw = self.object:getyaw()
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if ctrl.up then
self.v = self.v + 0.1
elseif ctrl.down then
self.v = self.v - 0.1
end
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if ctrl.left then
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if self.v < 0 then
self.object:setyaw(yaw - (1 + dtime) * 0.08) -- 0.03 changed to speed up turning
else
self.object:setyaw(yaw + (1 + dtime) * 0.08) -- 0.03
end
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elseif ctrl.right then
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if self.v < 0 then
self.object:setyaw(yaw + (1 + dtime) * 0.08) -- 0.03
else
self.object:setyaw(yaw - (1 + dtime) * 0.08) -- 0.03
end
end
end
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local velo = self.object:getvelocity()
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if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
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--self.object:setpos(self.object:getpos())
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return
end
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local s = get_sign(self.v)
self.v = self.v - 0.02 * s
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if s ~= get_sign(self.v) then
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self.object:setvelocity({x = 0, y = 0, z = 0})
self.v = 0
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return
end
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if math.abs(self.v) > 5 then
self.v = 5 * get_sign(self.v)
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end
local p = self.object:getpos()
local new_velo = {x = 0, y = 0, z = 0}
local new_acce = {x = 0, y = 0, z = 0}
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p.y = p.y - 0.5
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if not is_water(p) then
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local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
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if (not nodedef) or nodedef.walkable then
self.v = 0
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new_acce = {x = 0, y = 0, z = 0} -- y was 1
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else
new_acce = {x = 0, y = -9.8, z = 0}
end
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new_velo = get_velocity(self.v, self.object:getyaw(), self.object:getvelocity().y)
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--self.object:setpos(self.object:getpos())
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else
p.y = p.y + 1
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if is_water(p) then
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local y = self.object:getvelocity().y
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if y >= 5 then
y = 5
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elseif y < 0 then
new_acce = {x = 0, y = 20, z = 0}
else
new_acce = {x = 0, y = 5, z = 0}
end
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new_velo = get_velocity(self.v, self.object:getyaw(), y)
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--self.object:setpos(self.object:getpos())
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else
new_acce = {x = 0, y = 0, z = 0}
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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)
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--self.object:setpos(self.object:getpos())
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end
end
end
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self.object:setvelocity(new_velo)
self.object:setacceleration(new_acce)
-- if boat comes to sudden stop then it has crashed, destroy boat and drop 3x wood
if self.v2 - self.v >= 3 then
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if self.driver then
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--print ("Crash! with driver", self.v2 - self.v)
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self.driver:set_detach()
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default.player_attached[self.driver:get_player_name()] = false
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default.player_set_animation(self.driver, "stand" , 30)
else
--print ("Crash! no driver")
end
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minetest.add_item(self.object:getpos(), "default:wood 3")
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self.object:remove()
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return
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end
self.v2 = self.v
end
minetest.register_entity("boats:boat", boat)
minetest.register_craftitem("boats:boat", {
description = "Boat",
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--inventory_image = "rowboat_inventory.png",
inventory_image = "boats_inventory.png",
--wield_image = "rowboat_wield.png",
wield_image = "boats_wield.png",
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wield_scale = {x = 2, y = 2, z = 1},
liquids_pointable = true,
on_place = function(itemstack, placer, pointed_thing)
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if pointed_thing.type ~= "node"
or not is_water(pointed_thing.under) then
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return
end
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pointed_thing.under.y = pointed_thing.under.y + 0.5
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minetest.add_entity(pointed_thing.under, "boats:boat")
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if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
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return itemstack
end,
})
minetest.register_craft({
output = "boats:boat",
recipe = {
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{"", "", ""},
{"group:wood", "", "group:wood"},
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{"group:wood", "group:wood", "group:wood"},
},
})
minetest.register_alias("ds_rowboat:ds_rowboat", "boats:boat")
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print ("[MOD] Boats loaded")