Rudimentary routing system
parent
821e80d129
commit
d423e28977
154
init.lua
154
init.lua
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@ -112,8 +112,8 @@ function boat.on_punch(self, puncher)
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local inv = puncher:get_inventory()
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if not (creative and creative.is_enabled_for
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and creative.is_enabled_for(puncher:get_player_name()))
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or not inv:contains_item("main", "boats:boat") then
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local leftover = inv:add_item("main", "boats:boat")
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or not inv:contains_item("main", "advboats:boat") then
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local leftover = inv:add_item("main", "advboats:boat")
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-- if no room in inventory add a replacement boat to the world
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if not leftover:is_empty() then
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minetest.add_item(self.object:getpos(), leftover)
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@ -125,39 +125,145 @@ function boat.on_punch(self, puncher)
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end)
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end
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end
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minetest.register_entity("advboats:mark", {
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initial_properties = {
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visual = "cube",
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visual_size = {x=1.1, y=1.1},
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textures = {"areas_pos1.png", "areas_pos1.png",
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"areas_pos1.png", "areas_pos1.png",
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"areas_pos1.png", "areas_pos1.png"},
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collisionbox = {-0.55, -0.55, -0.55, 0.55, 0.55, 0.55},
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},
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on_punch = function(self, hitter)
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self.object:remove()
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end,
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})
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function boat.round_pos(self)
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-- Round boat's position to the nearest integer location
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local pos = self.object:getpos()
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pos.x = math.floor(pos.x+0.5)
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pos.z = math.floor(pos.z+0.5)
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self.object:setpos(pos)
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minetest.add_entity(pos, "advboats:mark")
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end
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boat.get_instr_pos = function (instruction)
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return {x=instruction[1], y=instruction[2], z=instruction[3]}
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end
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function boat.save_pos(self)
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local pos = self.object:getpos()
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local o = math.floor(self.object:getyaw()*4/math.pi+0.5)%8
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local s = self.v
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minetest.chat_send_all(pos.x.." "..pos.y.." "..pos.z.." "..o.." "..s)
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if not self.instructions then
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self.instructions = {}
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end
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local last = self.instructions[#self.instructions]
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self.instructions[#self.instructions+1] = {pos.x, pos.y, pos.z, o, s}
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if not last then
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return
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end
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local lastpos = self.get_instr_pos(last)
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minetest.chat_send_all("Last position:"..lastpos.x..","..lastpos.y..","..lastpos.z..", Distance to last position: "..vector.distance(pos,lastpos))
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end
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-- Instruction format:
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-- {x, y, z, o, s}
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-- x,y,z : Coords (int)
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-- o: orientation in multiples of pi/4 (0 to 7)
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-- s: target speed in m/s
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function boat.selfdriving_step(self, dtime)
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if not self.instructions or #self.instructions == 1 then
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return
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end
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if not self.current then
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self.current = 1
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local instr = self.instructions[1]
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local curpos = self.get_instr_pos(instr)
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self.object:setpos(curpos)
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self.dnext = -1
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local nextpos = self.instructions[self.current+2]
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nextpos = self.get_instr_pos(nextpos)
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self.object:setpos(nextpos)
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self.object:setyaw(math.pi/4*instr[4])
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self.v = instr[5]
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self.dnext = vector.distance(curpos,nextpos)
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end
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if self.dnext < 0 then
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self.current = self.current + 1
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if self.current == #self.instructions then
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self.selfdriving = false
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self.v = 0
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return
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end
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local instr = self.instructions[self.current]
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local curpos = self.get_instr_pos(instr)
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local nextpos = self.instructions[self.current+1]
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if not nextpos then
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nextpos = self.instructions[1]
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end
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nextpos = self.get_instr_pos(nextpos)
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self.object:setpos(curpos)
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self.object:setyaw(math.pi/4*instr[4])
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self.v = instr[5]
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self.dnext = vector.distance(curpos,nextpos)
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end
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self.dnext = self.dnext - math.abs(self.v*dtime)
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minetest.chat_send_all(self.dnext)
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end
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function boat.on_step(self, dtime)
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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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if self.driver and not self.selfdriving then
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local ctrl = self.driver:get_player_control()
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local yaw = self.object:getyaw()
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if ctrl.aux1 then
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self.selfdriving = true
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minetest.chat_send_all("Boat is now selfdriving")
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end
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if ctrl.up then
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self.v = self.v + 0.1
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elseif ctrl.down then
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self.v = self.v - 0.1
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end
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if ctrl.left then
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if self.v < 0 then
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self.object:setyaw(yaw - (1 + dtime) * 0.03)
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else
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self.object:setyaw(yaw + (1 + dtime) * 0.03)
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end
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elseif ctrl.right then
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if self.v < 0 then
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self.object:setyaw(yaw + (1 + dtime) * 0.03)
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else
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self.object:setyaw(yaw - (1 + dtime) * 0.03)
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end
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if ctrl.left and not self.pressed then
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self.pressed = true
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if self.v < 0 then
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self.object:setyaw(yaw-math.pi/4)
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else
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self.object:setyaw(yaw+math.pi/4)
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end
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self:round_pos()
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self:save_pos()
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elseif ctrl.right and not self.pressed then
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self.pressed = true
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if self.v < 0 then
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self.object:setyaw(yaw+math.pi/4)
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else
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self.object:setyaw(yaw-math.pi/4)
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end
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self:round_pos()
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self:save_pos()
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elseif not ctrl.right and not ctrl.left then
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self.pressed = false
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end
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end
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if self.selfdriving then
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self:selfdriving_step(dtime)
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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
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end
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local s = get_sign(self.v)
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self.v = self.v - 0.02 * s
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-- 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})
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self.v = 0
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@ -214,13 +320,13 @@ function boat.on_step(self, dtime)
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end
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minetest.register_entity("boats:boat", boat)
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minetest.register_entity("advboats:boat", boat)
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minetest.register_craftitem("boats:boat", {
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minetest.register_craftitem("advboats:boat", {
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description = "Boat",
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inventory_image = "boats_inventory.png",
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wield_image = "boats_wield.png",
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inventory_image = "advboats_inventory.png",
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wield_image = "advboats_wield.png",
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wield_scale = {x = 2, y = 2, z = 1},
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liquids_pointable = true,
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groups = {flammable = 2},
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@ -242,9 +348,9 @@ minetest.register_craftitem("boats:boat", {
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return itemstack
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end
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pointed_thing.under.y = pointed_thing.under.y + 0.5
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boat = minetest.add_entity(pointed_thing.under, "boats:boat")
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boat = minetest.add_entity(pointed_thing.under, "advboats:boat")
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if boat then
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boat:setyaw(placer:get_look_horizontal())
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-- boat:setyaw(placer:get_look_horizontal())
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if not (creative and creative.is_enabled_for
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and creative.is_enabled_for(placer:get_player_name())) then
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itemstack:take_item()
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@ -256,7 +362,7 @@ minetest.register_craftitem("boats:boat", {
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minetest.register_craft({
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output = "boats:boat",
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output = "advboats:boat",
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recipe = {
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{"", "", "" },
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{"group:wood", "", "group:wood"},
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@ -266,6 +372,6 @@ minetest.register_craft({
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minetest.register_craft({
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type = "fuel",
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recipe = "boats:boat",
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recipe = "advboats:boat",
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burntime = 20,
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})
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