advboats/init.lua

396 lines
11 KiB
Lua

--
-- 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,
})