-- -- 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_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 -- -- Boat entity -- local boat = { 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 } 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 clicker == self.driver then self.driver = nil clicker:set_detach() default.player_attached[name] = false default.player_set_animation(clicker, "stand" , 30) local pos = clicker:getpos() pos = {x = pos.x, y = pos.y + 0.2, z = pos.z} minetest.after(0.1, function() clicker:setpos(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 if not self.selfdriving then minetest.chat_send_player(name,"Press E to save path and enter automatic mode") end self.driver = clicker clicker:set_attach(self.object, "", {x = 0, y = 11, z = -3}, {x = 0, y = 0, z = 0}) default.player_attached[name] = true minetest.after(0.2, function() default.player_set_animation(clicker, "sit" , 30) end) clicker:set_look_horizontal(self.object:getyaw()) end end function boat.on_activate(self, staticdata, dtime_s) self.object:set_armor_groups({immortal = 1}) local data = {} if staticdata then data = minetest.deserialize(staticdata) if not data then return end self.v = data.v self.instructions = data.instr self.selfdriving = data.sdr self.dnext = data.dn self.current = data.cur end self.last_v = self.v end function boat.get_staticdata(self) data = {v = self.v, instr = self.instructions, cur = self.current, sdr = self.selfdriving, dn = self.dnext} return minetest.serialize(data) end function boat.on_punch(self, puncher) if not puncher or not puncher:is_player() or self.removed then return end if self.driver and puncher == self.driver then self.driver = nil puncher:set_detach() default.player_attached[puncher:get_player_name()] = false end if not self.driver then self.removed = true local inv = puncher:get_inventory() if not (creative and creative.is_enabled_for and creative.is_enabled_for(puncher:get_player_name())) or not inv:contains_item("main", "advboats:boat") then local leftover = inv:add_item("main", "advboats:boat") -- if no room in inventory add a replacement boat to the world if not leftover:is_empty() then minetest.add_item(self.object:getpos(), leftover) end end -- delay remove to ensure player is detached minetest.after(0.1, function() self.object:remove() end) end end minetest.register_entity("advboats:mark", { initial_properties = { visual = "cube", visual_size = {x=1.1, y=1.1}, textures = {"areas_pos1.png", "areas_pos1.png", "areas_pos1.png", "areas_pos1.png", "areas_pos1.png", "areas_pos1.png"}, collisionbox = {-0.55, -0.55, -0.55, 0.55, 0.55, 0.55}, }, on_punch = function(self, hitter) self.object:remove() end, }) function boat.round_pos(self) -- Round boat's position to the nearest integer location local pos = self.object:getpos() pos.x = math.floor(pos.x+0.5) pos.z = math.floor(pos.z+0.5) self.object:setpos(pos) -- minetest.add_entity(pos, "advboats:mark") end boat.get_instr_pos = function (instruction) return {x=instruction[1], y=instruction[2], z=instruction[3]} end function boat.save_pos(self) local pos = self.object:getpos() local o = math.floor(self.object:getyaw()*4/math.pi+0.5)%8 local s = self.v -- minetest.chat_send_all(pos.x.." "..pos.y.." "..pos.z.." "..o.." "..s) if not self.instructions then self.instructions = {} end local last = self.instructions[#self.instructions] self.instructions[#self.instructions+1] = {pos.x, pos.y, pos.z, o, s} if not last then return end local lastpos = self.get_instr_pos(last) -- minetest.chat_send_all("Last position:"..lastpos.x..","..lastpos.y..","..lastpos.z..", Distance to last position: "..vector.distance(pos,lastpos)) end -- Instruction format: -- {x, y, z, o, s} -- x,y,z : Coords (int) -- o: orientation in multiples of pi/4 (0 to 7) -- s: target speed in m/s function boat.selfdriving_step(self, dtime) if not self.instructions or #self.instructions == 1 then return end if not self.current then self.current = 1 local instr = self.instructions[1] local curpos = self.get_instr_pos(instr) self.object:setpos(curpos) local nextpos = self.instructions[self.current+1] nextpos = self.get_instr_pos(nextpos) self.object:setpos(curpos) self.object:setyaw(core.dir_to_yaw(vector.direction(curpos,nextpos))) self.v = instr[5] self.dnext = vector.distance(curpos,nextpos) end if self.dnext < 0 then self.current = self.current + 1 if self.current == #self.instructions then local instr = self.instructions[self.current] self.current = 0 local nextpos = self.instructions[1] nextpos = self.get_instr_pos(nextpos) local curpos = self.get_instr_pos(instr) self.object:setyaw(core.dir_to_yaw(vector.direction(curpos,nextpos))) self.dnext = vector.distance(curpos,nextpos) return end local instr = self.instructions[self.current] local curpos = self.get_instr_pos(instr) local nextpos = self.instructions[self.current+1] if not nextpos then nextpos = self.instructions[1] end nextpos = self.get_instr_pos(nextpos) self.object:setpos(curpos) self.object:setyaw(math.pi/4*instr[4]) self.v = instr[5] self.dnext = vector.distance(curpos,nextpos) end self.dnext = self.dnext - math.abs(self.v*dtime) -- minetest.chat_send_all(self.dnext) end function boat.on_step(self, dtime) self.v = get_v(self.object:getvelocity()) * get_sign(self.v) if self.driver and not self.selfdriving then local ctrl = self.driver:get_player_control() local yaw = self.object:getyaw() if ctrl.aux1 then self.selfdriving = true -- minetest.chat_send_all("Boat is now selfdriving") end if ctrl.up then self.v = self.v + 0.1 elseif ctrl.down then self.v = self.v - 0.1 end if ctrl.left and not self.pressed then self.pressed = true if self.v < 0 then self.object:setyaw(yaw-math.pi/4) else self.object:setyaw(yaw+math.pi/4) end self:round_pos() self:save_pos() elseif ctrl.right and not self.pressed then self.pressed = true if self.v < 0 then self.object:setyaw(yaw+math.pi/4) else self.object:setyaw(yaw-math.pi/4) end self:round_pos() self:save_pos() elseif not ctrl.right and not ctrl.left then self.pressed = false end end if self.selfdriving then self:selfdriving_step(dtime) 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) > 5 then self.v = 5 * get_sign(self.v) end local p = self.object:getpos() 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: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 >= 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: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 minetest.register_entity("advboats:boat", boat) minetest.register_craftitem("advboats:boat", { description = "Advanced Boat", inventory_image = "advboats_inventory.png", wield_image = "advboats_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: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, "advboats:boat") if boat then -- boat:setyaw(placer:get_look_horizontal()) if not (creative and creative.is_enabled_for and creative.is_enabled_for(placer:get_player_name())) then itemstack:take_item() end end return itemstack end, }) minetest.register_craft({ output = "advboats:boat", recipe = { {"", "", "" }, {"group:wood", "", "group:wood"}, {"group:wood", "group:wood", "group:wood"}, }, }) minetest.register_craft({ type = "fuel", recipe = "advboats:boat", burntime = 20, })