added obsidianmese boat - only for lava lakes

master
Juraj Vajda 2018-07-15 17:07:47 -04:00
parent d42676453d
commit 6665bad95c
7 changed files with 767 additions and 10 deletions

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@ -1 +1,21 @@
This MOD for Minetest adds obsidian and mese tools and items.
# [Mod] Obsidian-Mese [obsidianmese]
This MOD for Minetest adds more use for Mese and Obsidian. Add more variety of tools and blocks.
## Boat
* Originally by PilzAdam (MIT)
* Various Minetest developers and contributors (MIT)
* SaKeL (2018)
### Textures
* SaKeL (CC BY-SA 3.0)
### Mesh model
Boat mesh (`models/mcl_boats_boat.b3d`) created by 22i.
Source: https://github.com/22i/minecraft-voxel-blender-models
License of boat model:
GNU GPLv3 <https://www.gnu.org/licenses/gpl-3.0.html>

286
boat.lua Normal file
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--
-- Helper functions
--
local function is_lava(pos)
local nn = minetest.get_node(pos).name
return minetest.get_item_group(nn, "lava") ~= 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
local boat_visual_size = {x = 3, y = 3}
local driver_visual_size = {
x = 1 / boat_visual_size.x,
y = 1 / boat_visual_size.y
}
local boat_y_offset = 0.35
--
-- 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, -0.01, -0.5, 0.5, 0.6, 0.5},
visual = "mesh",
mesh = "obsidianmese_boat.obj",
textures = {"obsidianmese_boat.png"},
visual_size = boat_visual_size,
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()
clicker:set_properties({visual_size = {x=1, y=1}})
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()
clicker:set_properties({visual_size = {x=1, y=1}})
end
self.driver = clicker
clicker:set_attach(self.object, "",
{x = 0, y = 3.75, z = -1}, {x = 0, y = 0, z = 0})
clicker:set_properties({ visual_size = driver_visual_size })
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})
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()
puncher:set_properties({visual_size = {x=1, y=1}})
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", "obsidianmese:boat") then
local leftover = inv:add_item("main", "obsidianmese: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
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 - 0.02 * 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 - boat_y_offset
local new_velo
local new_acce = {x = 0, y = 0, z = 0}
if not is_lava(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_lava(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) + boat_y_offset
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("obsidianmese:boat", boat)
minetest.register_craftitem("obsidianmese:boat", {
description = "ObsidianMese Boat",
inventory_image = "obsidianmese_boat_inventory.png",
wield_image = "obsidianmese_boat_inventory.png",
wield_scale = {x = 2, y = 2, z = 1},
liquids_pointable = true,
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_lava(pointed_thing.under) then
return itemstack
end
pointed_thing.under.y = pointed_thing.under.y + boat_y_offset
boat = minetest.add_entity(pointed_thing.under, "obsidianmese:boat")
if boat then
if placer then
boat:setyaw(placer:get_look_horizontal())
end
local player_name = placer and placer:get_player_name() or ""
if not (creative and creative.is_enabled_for and
creative.is_enabled_for(player_name)) then
itemstack:take_item()
end
end
return itemstack
end,
})
-- minetest.register_craft({
-- output = "obsidianmese:boat",
-- recipe = {
-- {"", "", "" },
-- {"group:wood", "", "group:wood"},
-- {"group:wood", "group:wood", "group:wood"},
-- },
-- })
-- minetest.register_craft({
-- type = "fuel",
-- recipe = "obsidianmese:boat",
-- burntime = 20,
-- })

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@ -6,6 +6,7 @@ dofile(minetest.get_modpath("obsidianmese").."/api.lua")
dofile(minetest.get_modpath("obsidianmese").."/tools.lua")
dofile(minetest.get_modpath("obsidianmese").."/nodes.lua")
dofile(minetest.get_modpath("obsidianmese").."/obsidianmese_chest.lua")
dofile(minetest.get_modpath("obsidianmese").."/boat.lua")
dofile(minetest.get_modpath("obsidianmese").."/crafting.lua")
obsidianmese.register_capitator()

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@ -1,13 +1,63 @@
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
Version 2, December 2004
License of source code
----------------------
Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
The MIT License (MIT)
Copyright (C) 2012-2016 PilzAdam
Copyright (C) 2012-2016 Various Minetest developers and contributors
Everyone is permitted to copy and distribute verbatim or modified
copies of this license document, and changing it is allowed as long
as the name is changed.
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
persons to whom the Software is furnished to do so, subject to the following conditions:
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
The above copyright notice and this permission notice shall be included in all copies or
substantial portions of the Software.
0. You just DO WHAT THE FUCK YOU WANT TO.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
For more details:
https://opensource.org/licenses/MIT
Licenses of media (textures and model)
--------------------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2012-2016 Zeg9
Copyright (C) 2012-2016 thetoon
Copyright (C) 2012-2016 PavelS(SokolovPavel)
Copyright (C) 2016 sofar (sofar@foo-projects.org)
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/

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# Blender v2.79 (sub 0) OBJ File: 'boat.obj.blend'
# www.blender.org
mtllib boats_boat.mtl
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usemtl Brush.001
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