Add spaces around operators in boat mod code, fix a problem with boat staticdata, fix a crash that can occur with boat going over unknown nodes.

stable-0.4
Novatux 2014-07-09 09:47:51 +02:00
parent 955f3cf310
commit c993e14084
1 changed files with 37 additions and 36 deletions

View File

@ -12,18 +12,18 @@ local function get_sign(i)
if i == 0 then if i == 0 then
return 0 return 0
else else
return i/math.abs(i) return i / math.abs(i)
end end
end end
local function get_velocity(v, yaw, y) local function get_velocity(v, yaw, y)
local x = -math.sin(yaw)*v local x = -math.sin(yaw) * v
local z = math.cos(yaw)*v local z = math.cos(yaw) * v
return {x=x, y=y, z=z} return {x = x, y = y, z = z}
end end
local function get_v(v) local function get_v(v)
return math.sqrt(v.x^2+v.z^2) return math.sqrt(v.x ^ 2 + v.z ^ 2)
end end
-- --
@ -32,7 +32,7 @@ end
local boat = { local boat = {
physical = true, physical = true,
collisionbox = {-0.6,-0.4,-0.6, 0.6,0.3,0.6}, collisionbox = {-0.6, -0.4, -0.6, 0.6, 0.3, 0.6},
visual = "mesh", visual = "mesh",
mesh = "boat.x", mesh = "boat.x",
textures = {"default_wood.png"}, textures = {"default_wood.png"},
@ -55,25 +55,25 @@ function boat.on_rightclick(self, clicker)
default.player_set_animation(clicker, "stand" , 30) default.player_set_animation(clicker, "stand" , 30)
elseif not self.driver then elseif not self.driver then
self.driver = clicker self.driver = clicker
clicker:set_attach(self.object, "", {x=0,y=11,z=-3}, {x=0,y=0,z=0}) 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[name] = true
minetest.after(0.2, function() minetest.after(0.2, function()
default.player_set_animation(clicker, "sit" , 30) default.player_set_animation(clicker, "sit" , 30)
end) end)
self.object:setyaw(clicker:get_look_yaw()-math.pi/2) self.object:setyaw(clicker:get_look_yaw() - math.pi / 2)
end end
end end
function boat.on_activate(self, staticdata, dtime_s) function boat.on_activate(self, staticdata, dtime_s)
self.object:set_armor_groups({immortal=1}) self.object:set_armor_groups({immortal = 1})
if staticdata then if staticdata then
self.v = tonumber(staticdata) self.v = tonumber(staticdata)
end end
self.last_v = self.v self.last_v = self.v
end end
function boat.get_staticdata() function boat.get_staticdata(self)
return tostring(v) return tostring(self.v)
end end
function boat.on_punch(self, puncher, time_from_last_punch, tool_capabilities, direction) function boat.on_punch(self, puncher, time_from_last_punch, tool_capabilities, direction)
@ -85,7 +85,7 @@ function boat.on_punch(self, puncher, time_from_last_punch, tool_capabilities, d
self.removed = true self.removed = true
-- delay remove to ensure player is detached -- delay remove to ensure player is detached
minetest.after(0.1,function() minetest.after(0.1, function()
self.object:remove() self.object:remove()
end) end)
if not minetest.setting_getbool("creative_mode") then if not minetest.setting_getbool("creative_mode") then
@ -94,28 +94,28 @@ function boat.on_punch(self, puncher, time_from_last_punch, tool_capabilities, d
end end
function boat.on_step(self, dtime) function boat.on_step(self, dtime)
self.v = get_v(self.object:getvelocity())*get_sign(self.v) self.v = get_v(self.object:getvelocity()) * get_sign(self.v)
if self.driver then if self.driver then
local ctrl = self.driver:get_player_control() local ctrl = self.driver:get_player_control()
local yaw = self.object:getyaw() local yaw = self.object:getyaw()
if ctrl.up then if ctrl.up then
self.v = self.v+0.1 self.v = self.v + 0.1
end end
if ctrl.down then if ctrl.down then
self.v = self.v-0.08 self.v = self.v - 0.08
end end
if ctrl.left then if ctrl.left then
if ctrl.down then if ctrl.down then
self.object:setyaw(yaw-math.pi/120-dtime*math.pi/120) self.object:setyaw(yaw - math.pi / 120 - dtime * math.pi / 120)
else else
self.object:setyaw(yaw+math.pi/120+dtime*math.pi/120) self.object:setyaw(yaw + math.pi / 120 + dtime * math.pi / 120)
end end
end end
if ctrl.right then if ctrl.right then
if ctrl.down then if ctrl.down then
self.object:setyaw(yaw+math.pi/120+dtime*math.pi/120) self.object:setyaw(yaw + math.pi / 120 + dtime * math.pi / 120)
else else
self.object:setyaw(yaw-math.pi/120-dtime*math.pi/120) self.object:setyaw(yaw - math.pi / 120 - dtime*math.pi/120)
end end
end end
end end
@ -124,43 +124,44 @@ function boat.on_step(self, dtime)
return return
end end
local s = get_sign(self.v) local s = get_sign(self.v)
self.v = self.v - 0.02*s self.v = self.v - 0.02 * s
if s ~= get_sign(self.v) then if s ~= get_sign(self.v) then
self.object:setvelocity({x=0, y=0, z=0}) self.object:setvelocity({x = 0, y = 0, z = 0})
self.v = 0 self.v = 0
return return
end end
if math.abs(self.v) > 4.5 then if math.abs(self.v) > 4.5 then
self.v = 4.5*get_sign(self.v) self.v = 4.5 * get_sign(self.v)
end end
local p = self.object:getpos() local p = self.object:getpos()
p.y = p.y-0.5 p.y = p.y - 0.5
local new_velo = {x=0,y=0,z=0} local new_velo = {x = 0, y = 0, z = 0}
local new_acce = {x=0,y=0,z=0} local new_acce = {x = 0, y = 0, z = 0}
if not is_water(p) then if not is_water(p) then
if minetest.registered_nodes[minetest.env:get_node(p).name].walkable then local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
if (not nodedef) or nodedef.walkable then
self.v = 0 self.v = 0
end end
new_acce = {x=0, y=-10, z=0} new_acce = {x = 0, y = -10, z = 0}
new_velo = get_velocity(self.v, self.object:getyaw(), self.object:getvelocity().y) new_velo = get_velocity(self.v, self.object:getyaw(), self.object:getvelocity().y)
else else
p.y = p.y+1 p.y = p.y + 1
if is_water(p) then if is_water(p) then
new_acce = {x=0, y=3, z=0} new_acce = {x = 0, y = 3, z = 0}
local y = self.object:getvelocity().y local y = self.object:getvelocity().y
if y > 2 then if y > 2 then
y = 2 y = 2
end end
if y < 0 then if y < 0 then
self.object:setacceleration({x=0, y=10, z=0}) self.object:setacceleration({x = 0, y = 10, z = 0})
end end
new_velo = get_velocity(self.v, self.object:getyaw(), y) new_velo = get_velocity(self.v, self.object:getyaw(), y)
else else
new_acce = {x=0, y=0, z=0} new_acce = {x = 0, y = 0, z = 0}
if math.abs(self.object:getvelocity().y) < 1 then if math.abs(self.object:getvelocity().y) < 1 then
local pos = self.object:getpos() local pos = self.object:getpos()
pos.y = math.floor(pos.y)+0.5 pos.y = math.floor(pos.y) + 0.5
self.object:setpos(pos) self.object:setpos(pos)
new_velo = get_velocity(self.v, self.object:getyaw(), 0) new_velo = get_velocity(self.v, self.object:getyaw(), 0)
else else
@ -179,7 +180,7 @@ minetest.register_craftitem("boats:boat", {
description = "Boat", description = "Boat",
inventory_image = "boat_inventory.png", inventory_image = "boat_inventory.png",
wield_image = "boat_wield.png", wield_image = "boat_wield.png",
wield_scale = {x=2, y=2, z=1}, wield_scale = {x = 2, y = 2, z = 1},
liquids_pointable = true, liquids_pointable = true,
on_place = function(itemstack, placer, pointed_thing) on_place = function(itemstack, placer, pointed_thing)
@ -189,7 +190,7 @@ minetest.register_craftitem("boats:boat", {
if not is_water(pointed_thing.under) then if not is_water(pointed_thing.under) then
return return
end end
pointed_thing.under.y = pointed_thing.under.y+0.5 pointed_thing.under.y = pointed_thing.under.y + 0.5
minetest.add_entity(pointed_thing.under, "boats:boat") minetest.add_entity(pointed_thing.under, "boats:boat")
if not minetest.setting_getbool("creative_mode") then if not minetest.setting_getbool("creative_mode") then
itemstack:take_item() itemstack:take_item()
@ -201,8 +202,8 @@ minetest.register_craftitem("boats:boat", {
minetest.register_craft({ minetest.register_craft({
output = "boats:boat", output = "boats:boat",
recipe = { recipe = {
{"", "", ""}, {"", "", "" },
{"group:wood", "", "group:wood"}, {"group:wood", "", "group:wood"},
{"group:wood", "group:wood", "group:wood"}, {"group:wood", "group:wood", "group:wood"},
}, },
}) })