Add boats, fix vmanip calc_lighting crash

pull/26/merge
Brandon 2015-11-30 23:28:16 -06:00
parent 3f3c49b760
commit d2b984339a
10 changed files with 3407 additions and 19 deletions

16
mods/boats/README.txt Executable file
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@ -0,0 +1,16 @@
Minetest Game mod: boats
========================
by PilzAdam
License of source code:
-----------------------
WTFPL
License of media (textures and sounds):
---------------------------------------
WTFPL
Authors of media files:
-----------------------
textures: Zeg9
model: thetoon and Zeg9, modified by PavelS(SokolovPavel)

1
mods/boats/depends.txt Executable file
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@ -0,0 +1 @@
default

251
mods/boats/init.lua Executable file
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@ -0,0 +1,251 @@
--
-- 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,
collisionbox = {-0.5, -0.35, -0.5, 0.5, 0.3, 0.5},
visual = "mesh",
mesh = "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_attached_to[name] = ""
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
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
default.player_attached_to[name] = "boats:boat"
minetest.after(0.2, function()
default.player_set_animation(clicker, "sit" , 30)
end)
self.object:setyaw(clicker:get_look_yaw() - math.pi / 2)
end
end
function boat.on_activate(self, staticdata, dtime_s)
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
if self.driver and puncher == self.driver then
self.driver = nil
puncher:set_detach()
default.player_attached[puncher:get_player_name()] = false
default.player_attached_to[puncher:get_player_name()] = ""
end
if not self.driver then
self.removed = true
-- delay remove to ensure player is detached
minetest.after(0.1, function()
self.object:remove()
end)
if not minetest.setting_getbool("creative_mode") then
local inv = puncher:get_inventory()
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
end
end
end
function boat.on_step(self, dtime)
self.v = get_v(self.object:getvelocity()) * get_sign(self.v)
if self.driver then
local ctrl = self.driver:get_player_control()
local yaw = self.object:getyaw()
if ctrl.up then
self.v = self.v + 0.1
elseif ctrl.down then
self.v = self.v - 0.1
end
if ctrl.left then
if self.v < 0 then
self.object:setyaw(yaw - (1 + dtime) * 0.03)
else
self.object:setyaw(yaw + (1 + dtime) * 0.03)
end
elseif ctrl.right then
if self.v < 0 then
self.object:setyaw(yaw + (1 + dtime) * 0.03)
else
self.object:setyaw(yaw - (1 + dtime) * 0.03)
end
end
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 - 0.005 * 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) > 6.5 then
self.v = 6.5 * get_sign(self.v)
end
local p = self.object:getpos()
p.y = p.y - 0.5
local new_velo = {x = 0, y = 0, z = 0}
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 >= 6.5 then
y = 6.5
elseif y < 0 then
new_acce = {x = 0, y = 2, z = 0}
else
new_acce = {x = 0, y = 3, 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("boats:boat", boat)
minetest.register_craftitem("boats:boat", {
description = "Boat",
inventory_image = "boat_inventory.png",
wield_image = "boat_wield.png",
wield_scale = {x = 2, y = 2, z = 1},
liquids_pointable = true,
stack_max = 1,
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return
end
if not is_water(pointed_thing.under) then
return
end
pointed_thing.under.y = pointed_thing.under.y + 0.5
minetest.add_entity(pointed_thing.under, "boats:boat")
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
return itemstack
end,
})
minetest.register_craft({
output = "boats:boat",
recipe = {
{"", "", "" },
{"group:wood", "", "group:wood"},
{"group:wood", "group:wood", "group:wood"},
},
})

3111
mods/boats/models/boat.obj Executable file

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@ -84,6 +84,8 @@ local player_model = {}
local player_textures = {}
local player_anim = {}
local player_sneak = {}
default.player_attached = {}
default.player_attached_to = {}
function default.player_get_animation(player)
local name = player:get_player_name()
@ -177,7 +179,7 @@ function default.player_globalstep(dtime)
-- Apply animations based on what the player is doing
if player:get_hp() == 0 then
player_set_animation(player, "lay")
elseif walking then
elseif walking and default.player_attached[name] ~= true then
if player_anim[name] == "lay" or player_anim[name] == "sit" then
player:set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})
local sleep_hud = pd.get(name,"sleep_hud")
@ -190,13 +192,13 @@ function default.player_globalstep(dtime)
player_anim[name] = nil
player_sneak[name] = controls.sneak
end
if controls.LMB then
if controls.LMB then
player_set_animation(player, "walk_mine", animation_speed_mod)
else
player_set_animation(player, "walk", animation_speed_mod)
end
elseif controls.LMB then
if player_anim[name] == "lay" or player_anim[name] == "sit" and physics.player_frozen[name] ~= true then
if player_anim[name] == "lay" or player_anim[name] == "sit" and pd.get(name,"frozen") ~= true then
player:set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})
local sleep_hud = pd.get(name,"sleep_hud")
if sleep_hud ~= nil then

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@ -24,25 +24,31 @@ function energy.update_energy(p,name)
p:set_hp(p:get_hp()+1)
end
-- adjust their energy
local vdiff = pos.y - lastpos.y
if vdiff > 0 then
adj = adj - ( vdiff * 0.2 )
-- adjust their energy
local vdiff = pos.y - lastpos.y
if vdiff > 0 then
adj = adj - ( vdiff * 0.2 )
end
local hdiff = math.sqrt(math.pow(pos.x-lastpos.x, 2) + math.pow(pos.z-lastpos.z, 2))
pd.increment(name,STAT_TRAVEL,math.floor(hdiff))
adj = adj - ( hdiff * 0.03 )
if default.player_attached_to[name] == "boats:boat" and adj < 0 then
adj = adj * 0.75
end
local hdiff = math.sqrt(math.pow(pos.x-lastpos.x, 2) + math.pow(pos.z-lastpos.z, 2))
pd.increment(name,STAT_TRAVEL,math.floor(hdiff))
adj = adj - ( hdiff * 0.03 )
--print("Energy Adjustments")
--print(tostring(adj))
--print("After stamina adjustment")
print("hdiff "..tostring(hdiff))
print("Energy Adjustments")
print(tostring(adj))
print("After stamina adjustment")
adj = adj + p_stamina
--print(tostring(adj))
print(tostring(adj))
pd.increment(name,"energy",adj)
local p_energy = pd.get_number(name,"energy")
print("Energy "..tostring(p_energy))
if p_energy < 0 then
p_energy = 0
p:set_hp(p:get_hp()-1)
@ -61,6 +67,7 @@ function energy.update_energy(p,name)
minetest.chat_send_player(name,"You feel fully energized!")
physics.unfreeze_player(name)
end
pd.set(name,"energy",p_energy)
end
if p_energy < 8 and pd.get(name,"can_boost_stamina") == true then
pd.set(name,"can_boost_stamina",false)

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@ -153,7 +153,7 @@ minetest.register_on_generated( function (minp, maxp, blockseed)
end
vm:set_data(data)
vm:calc_lighting(emin,emax)
vm:calc_lighting()
vm:write_to_map(data)
for _,v in ipairs(spawn) do
mobs:spawn_mob(v.pos,v.mob)

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@ -1073,7 +1073,7 @@ mg_villages.place_villages_via_voxelmanip = function( villages, minp, maxp, vm,
t1 = time_elapsed( t1, 'vm data set' );
-- only update lighting where we actually placed the nodes
vm:calc_lighting( e1, e2 ); --minp, maxp ); --tmin, tmax)
vm:calc_lighting(); --minp, maxp ); --tmin, tmax)
t1 = time_elapsed( t1, 'vm calc lighting' );
vm:write_to_map(data)