343 lines
8.6 KiB
Lua

local S = minetest.get_translator_auto(true)
local sp = minetest.is_singleplayer()
--
-- Helper functions
--
local function is_water(pos, nodename)
local nn = nodename or minetest.get_node(pos).name
return minetest.get_item_group(nn, "water") ~= 0, nn
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 = {
initial_properties = {
physical = true,
collisionbox = {-0.6, -0.4, -0.6, 0.6, 0.3, 0.6},
visual = "mesh",
mesh = "boats_boat.b3d",
textures = {"default_acacia_wood.png"}
},
driver = nil,
v = 0,
last_v = 0,
removed = false,
auto = 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 name == self.driver then
self.driver = nil
self.auto = false
clicker:set_detach()
player_api.player_attached[name] = false
player_api.set_animation(clicker, "stand", 30)
local pos = clicker:get_pos()
pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
minetest.after(0.1, function()
if clicker then
clicker:set_pos(pos)
end
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
self.driver = name
clicker:set_attach(self.object, "",
{x = 0, y = 1, z = -2}, {x = 0, y = 0, z = 0})
player_api.player_attached[name] = true
minetest.after(0.1, function()
if clicker then
player_api.set_animation(clicker, "sit", 30)
end
end)
clicker:set_look_horizontal(self.object:get_yaw())
end
end
-- If driver leaves server while driving boat
function boat.on_detach_child(self)
self.driver = nil
self.auto = false
end
function boat.on_activate(self, staticdata)
self.object:set_armor_groups({immortal = 1})
if staticdata then
self.v = tonumber(staticdata)
end
self.last_v = self.v
end
function boat.get_staticdata(self)
return tostring(self.v)
end
function boat.on_punch(self, puncher)
if not puncher or not puncher:is_player() or self.removed then
return
end
local name = puncher:get_player_name()
if self.driver and name == self.driver then
self.driver = nil
puncher:set_detach()
player_api.player_attached[name] = false
end
if not self.driver then
self.removed = true
local inv = puncher:get_inventory()
if not inv then
minetest.add_item(self.object:get_pos(), "boats:boat")
else
local leftover = inv:add_item("main", "boats:boat")
-- if no room in inventory add a replacement boat to the world
if not leftover:is_empty() then
minetest.add_item(self.object:get_pos(), leftover)
end
end
-- delay remove to ensure player is detached
minetest.after(0.1, function()
if self.object then
self.object:remove()
end
end)
end
end
function boat.on_step(self, dtime)
-- Drop boat if the player is not on board
if not sp then
local drop_timer = 120 -- 2 min
self.count = (self.count or 0) + dtime
if self.count > drop_timer then
minetest.add_item(self.object:get_pos(), "boats:boat")
self.object:remove()
return
end
end
self.v = get_v(self.object:get_velocity()) * math.sign(self.v)
if self.driver then
self.count = 0
local driver_objref = minetest.get_player_by_name(self.driver)
if driver_objref then
local ctrl = driver_objref:get_player_control()
if ctrl.up and ctrl.down then
if not self.auto then
self.auto = true
minetest.chat_send_player(self.driver, S("Boat: cruise mode on"))
end
elseif ctrl.down then
self.v = self.v - dtime * 2.0
if self.auto then
self.auto = false
minetest.chat_send_player(self.driver, S("Boat: cruise mode off"))
end
elseif ctrl.up or self.auto then
self.v = self.v + dtime * 2.0
end
if ctrl.left then
if self.v < -0.001 then
self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
else
self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
end
elseif ctrl.right then
if self.v < -0.001 then
self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
else
self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
end
end
if ctrl.jump then
player_api.player_attached[self.driver] = false
driver_objref:set_detach()
player_api.set_animation(driver_objref, "stand", 30)
local pos = driver_objref:get_pos()
pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
minetest.after(0.1, function()
if driver_objref then
driver_objref:set_pos(pos)
end
end)
self.driver = nil
self.auto = false
end
else
-- If driver leaves server while driving 'driver' is present
-- but driver objectref is nil. Reset boat properties.
self.driver = nil
self.auto = false
end
end
local velo = self.object:get_velocity()
if not self.driver and
self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
self.object:set_pos(self.object:get_pos())
return
end
-- We need to preserve velocity sign to properly apply drag force
-- while moving backward
local drag = dtime * math.sign(self.v) * (0.01 + 0.0796 * self.v * self.v)
-- If drag is larger than velocity, then stop horizontal movement
if math.abs(self.v) <= math.abs(drag) then
self.v = 0
else
self.v = self.v - drag
end
local p = self.object:get_pos()
p.y = p.y - 0.5
local new_velo
local new_acce = {x = 0, y = 0, z = 0}
local iswater, nodename = is_water(p)
if not iswater then
local nodedef = minetest.registered_nodes[nodename]
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:get_yaw(),
self.object:get_velocity().y)
self.object:set_pos(self.object:get_pos())
else
p.y = p.y + 1
if is_water(p) then
local y = self.object:get_velocity().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:get_yaw(), y)
self.object:set_pos(self.object:get_pos())
else
new_acce = {x = 0, y = 0, z = 0}
if math.abs(self.object:get_velocity().y) < 1 then
local pos = self.object:get_pos()
pos.y = math.floor(pos.y) + 0.5
self.object:set_pos(pos)
new_velo = get_velocity(self.v, self.object:get_yaw(), 0)
else
new_velo = get_velocity(self.v, self.object:get_yaw(),
self.object:get_velocity().y)
self.object:set_pos(self.object:get_pos())
end
end
end
self.object:set_velocity(new_velo)
self.object:set_acceleration(new_acce)
-- if boat comes to sudden stop, drop it
if (self.v2 or 0) - self.v >= 3 then
if self.driver then
local driver_objref = minetest.get_player_by_name(self.driver)
player_api.player_attached[self.driver] = false
driver_objref:set_detach()
player_api.set_animation(driver_objref, "stand" , 30)
end
minetest.add_item(self.object:get_pos(), "boats:boat")
self.object:remove()
return
end
self.v2 = self.v
end
minetest.register_entity("boats:boat", boat)
minetest.register_craftitem("boats:boat", {
description = S"Boat",
inventory_image = "boats_inventory.png",
liquids_pointable = true,
stack_max = 1,
groups = {rail = 1, 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:is_player() 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
local entity = minetest.add_entity(pointed_thing.under, "boats:boat")
if entity then
if placer then
entity:set_yaw(placer:get_look_horizontal())
end
local player_name = placer and placer:get_player_name() or ""
if not minetest.is_creative_enabled(player_name) or not sp then
itemstack:take_item()
end
end
return itemstack
end
})
minetest.register_craft({
output = "boats:boat",
recipe = {
{"", "", ""},
{"group:wood", "", "group:wood"},
{"group:wood", "group:wood", "group:wood"}
}
})
minetest.register_craft({
type = "fuel",
recipe = "boats:boat",
burntime = 20
})