Add boats, fix vmanip calc_lighting crash
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3f3c49b760
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d2b984339a
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Minetest Game mod: boats
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========================
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by PilzAdam
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License of source code:
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-----------------------
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WTFPL
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License of media (textures and sounds):
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---------------------------------------
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WTFPL
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Authors of media files:
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-----------------------
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textures: Zeg9
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model: thetoon and Zeg9, modified by PavelS(SokolovPavel)
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default
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@ -0,0 +1,251 @@
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--
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-- Helper functions
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--
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local function is_water(pos)
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local nn = minetest.get_node(pos).name
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return minetest.get_item_group(nn, "water") ~= 0
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end
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local function get_sign(i)
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if i == 0 then
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return 0
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else
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return i / math.abs(i)
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end
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end
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local function get_velocity(v, yaw, y)
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local x = -math.sin(yaw) * v
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local z = math.cos(yaw) * v
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return {x = x, y = y, z = z}
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end
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local function get_v(v)
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return math.sqrt(v.x ^ 2 + v.z ^ 2)
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end
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--
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-- Boat entity
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--
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local boat = {
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physical = true,
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collisionbox = {-0.5, -0.35, -0.5, 0.5, 0.3, 0.5},
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visual = "mesh",
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mesh = "boat.obj",
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textures = {"default_wood.png"},
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driver = nil,
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v = 0,
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last_v = 0,
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removed = false
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}
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function boat.on_rightclick(self, clicker)
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if not clicker or not clicker:is_player() then
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return
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end
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local name = clicker:get_player_name()
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if self.driver and clicker == self.driver then
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self.driver = nil
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clicker:set_detach()
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default.player_attached[name] = false
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default.player_attached_to[name] = ""
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default.player_set_animation(clicker, "stand" , 30)
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local pos = clicker:getpos()
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pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
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minetest.after(0.1, function()
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clicker:setpos(pos)
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end)
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elseif not self.driver then
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local attach = clicker:get_attach()
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if attach and attach:get_luaentity() then
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local luaentity = attach:get_luaentity()
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if luaentity.driver then
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luaentity.driver = nil
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end
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clicker:set_detach()
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end
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self.driver = clicker
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clicker:set_attach(self.object, "",
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{x = 0, y = 11, z = -3}, {x = 0, y = 0, z = 0})
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default.player_attached[name] = true
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default.player_attached_to[name] = "boats:boat"
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minetest.after(0.2, function()
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default.player_set_animation(clicker, "sit" , 30)
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end)
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self.object:setyaw(clicker:get_look_yaw() - math.pi / 2)
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end
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end
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function boat.on_activate(self, staticdata, dtime_s)
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self.object:set_armor_groups({immortal = 1})
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if staticdata then
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self.v = tonumber(staticdata)
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end
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self.last_v = self.v
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end
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function boat.get_staticdata(self)
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return tostring(self.v)
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end
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function boat.on_punch(self, puncher)
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if not puncher or not puncher:is_player() or self.removed then
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return
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end
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if self.driver and puncher == self.driver then
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self.driver = nil
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puncher:set_detach()
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default.player_attached[puncher:get_player_name()] = false
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default.player_attached_to[puncher:get_player_name()] = ""
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end
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if not self.driver then
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self.removed = true
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-- delay remove to ensure player is detached
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minetest.after(0.1, function()
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self.object:remove()
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end)
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if not minetest.setting_getbool("creative_mode") then
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local inv = puncher:get_inventory()
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if inv:room_for_item("main", "boats:boat") then
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inv:add_item("main", "boats:boat")
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else
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minetest.add_item(self.object:getpos(), "boats:boat")
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end
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end
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end
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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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local ctrl = self.driver:get_player_control()
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local yaw = self.object:getyaw()
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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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end
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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 - 0.005 * 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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return
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end
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if math.abs(self.v) > 6.5 then
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self.v = 6.5 * get_sign(self.v)
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end
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local p = self.object:getpos()
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p.y = p.y - 0.5
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local new_velo = {x = 0, y = 0, z = 0}
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local new_acce = {x = 0, y = 0, z = 0}
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if not is_water(p) then
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local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
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if (not nodedef) or nodedef.walkable then
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self.v = 0
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new_acce = {x = 0, y = 1, z = 0}
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else
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new_acce = {x = 0, y = -9.8, z = 0}
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end
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new_velo = get_velocity(self.v, self.object:getyaw(),
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self.object:getvelocity().y)
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self.object:setpos(self.object:getpos())
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else
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p.y = p.y + 1
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if is_water(p) then
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local y = self.object:getvelocity().y
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if y >= 6.5 then
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y = 6.5
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elseif y < 0 then
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new_acce = {x = 0, y = 2, z = 0}
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else
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new_acce = {x = 0, y = 3, z = 0}
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end
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new_velo = get_velocity(self.v, self.object:getyaw(), y)
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self.object:setpos(self.object:getpos())
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else
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new_acce = {x = 0, y = 0, z = 0}
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if math.abs(self.object:getvelocity().y) < 1 then
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local pos = self.object:getpos()
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pos.y = math.floor(pos.y) + 0.5
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self.object:setpos(pos)
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new_velo = get_velocity(self.v, self.object:getyaw(), 0)
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else
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new_velo = get_velocity(self.v, self.object:getyaw(),
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self.object:getvelocity().y)
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self.object:setpos(self.object:getpos())
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end
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end
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end
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self.object:setvelocity(new_velo)
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self.object:setacceleration(new_acce)
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end
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minetest.register_entity("boats:boat", boat)
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minetest.register_craftitem("boats:boat", {
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description = "Boat",
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inventory_image = "boat_inventory.png",
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wield_image = "boat_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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stack_max = 1,
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on_place = function(itemstack, placer, pointed_thing)
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if pointed_thing.type ~= "node" then
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return
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end
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if not is_water(pointed_thing.under) then
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return
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end
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pointed_thing.under.y = pointed_thing.under.y + 0.5
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minetest.add_entity(pointed_thing.under, "boats:boat")
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if not minetest.setting_getbool("creative_mode") then
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itemstack:take_item()
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end
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return itemstack
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end,
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})
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minetest.register_craft({
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output = "boats:boat",
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recipe = {
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{"", "", "" },
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{"group:wood", "", "group:wood"},
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{"group:wood", "group:wood", "group:wood"},
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},
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})
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Load Diff
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After Width: | Height: | Size: 851 B |
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After Width: | Height: | Size: 546 B |
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@ -84,6 +84,8 @@ local player_model = {}
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local player_textures = {}
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local player_anim = {}
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local player_sneak = {}
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default.player_attached = {}
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default.player_attached_to = {}
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function default.player_get_animation(player)
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local name = player:get_player_name()
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@ -177,7 +179,7 @@ function default.player_globalstep(dtime)
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-- Apply animations based on what the player is doing
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if player:get_hp() == 0 then
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player_set_animation(player, "lay")
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elseif walking then
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elseif walking and default.player_attached[name] ~= true then
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if player_anim[name] == "lay" or player_anim[name] == "sit" then
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player:set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})
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local sleep_hud = pd.get(name,"sleep_hud")
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player_anim[name] = nil
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player_sneak[name] = controls.sneak
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end
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if controls.LMB then
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if controls.LMB then
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player_set_animation(player, "walk_mine", animation_speed_mod)
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else
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player_set_animation(player, "walk", animation_speed_mod)
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end
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elseif controls.LMB then
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if player_anim[name] == "lay" or player_anim[name] == "sit" and physics.player_frozen[name] ~= true then
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if player_anim[name] == "lay" or player_anim[name] == "sit" and pd.get(name,"frozen") ~= true then
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player:set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})
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local sleep_hud = pd.get(name,"sleep_hud")
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if sleep_hud ~= nil then
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@ -24,25 +24,31 @@ function energy.update_energy(p,name)
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p:set_hp(p:get_hp()+1)
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end
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-- adjust their energy
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local vdiff = pos.y - lastpos.y
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if vdiff > 0 then
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adj = adj - ( vdiff * 0.2 )
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-- adjust their energy
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local vdiff = pos.y - lastpos.y
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if vdiff > 0 then
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adj = adj - ( vdiff * 0.2 )
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end
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local hdiff = math.sqrt(math.pow(pos.x-lastpos.x, 2) + math.pow(pos.z-lastpos.z, 2))
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pd.increment(name,STAT_TRAVEL,math.floor(hdiff))
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adj = adj - ( hdiff * 0.03 )
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if default.player_attached_to[name] == "boats:boat" and adj < 0 then
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adj = adj * 0.75
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end
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local hdiff = math.sqrt(math.pow(pos.x-lastpos.x, 2) + math.pow(pos.z-lastpos.z, 2))
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pd.increment(name,STAT_TRAVEL,math.floor(hdiff))
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adj = adj - ( hdiff * 0.03 )
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--print("Energy Adjustments")
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--print(tostring(adj))
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--print("After stamina adjustment")
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print("hdiff "..tostring(hdiff))
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print("Energy Adjustments")
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print(tostring(adj))
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print("After stamina adjustment")
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adj = adj + p_stamina
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--print(tostring(adj))
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print(tostring(adj))
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pd.increment(name,"energy",adj)
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local p_energy = pd.get_number(name,"energy")
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print("Energy "..tostring(p_energy))
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if p_energy < 0 then
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p_energy = 0
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p:set_hp(p:get_hp()-1)
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@ -61,6 +67,7 @@ function energy.update_energy(p,name)
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minetest.chat_send_player(name,"You feel fully energized!")
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physics.unfreeze_player(name)
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end
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pd.set(name,"energy",p_energy)
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end
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if p_energy < 8 and pd.get(name,"can_boost_stamina") == true then
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pd.set(name,"can_boost_stamina",false)
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@ -153,7 +153,7 @@ minetest.register_on_generated( function (minp, maxp, blockseed)
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end
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vm:set_data(data)
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vm:calc_lighting(emin,emax)
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vm:calc_lighting()
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vm:write_to_map(data)
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for _,v in ipairs(spawn) do
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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,
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t1 = time_elapsed( t1, 'vm data set' );
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-- only update lighting where we actually placed the nodes
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vm:calc_lighting( e1, e2 ); --minp, maxp ); --tmin, tmax)
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vm:calc_lighting(); --minp, maxp ); --tmin, tmax)
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t1 = time_elapsed( t1, 'vm calc lighting' );
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vm:write_to_map(data)
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