nalc_game/mods/boats/init.lua

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--
-- Helper functions
--
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
end
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local function get_sign(i)
if i == 0 then
return 0
else
return i / math.abs(i)
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end
end
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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}
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end
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local function get_v(v)
return math.sqrt(v.x ^ 2 + v.z ^ 2)
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end
--
-- 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, -0.35, -0.5, 0.5, 0.3, 0.5},
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visual = "mesh",
mesh = "boats_boat.obj",
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textures = {"default_wood.png"},
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driver = nil,
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
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_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)
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elseif not self.driver then
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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
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self.driver = clicker
clicker:set_attach(self.object, "",
{x = 0, y = 11, z = -3}, {x = 0, y = 0, z = 0})
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default.player_attached[name] = true
minetest.after(0.2, function()
default.player_set_animation(clicker, "sit" , 30)
end)
self.object:setyaw(clicker:get_look_yaw() - math.pi / 2)
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end
end
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function boat.on_activate(self, staticdata, dtime_s)
self.object:set_armor_groups({immortal = 1})
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if staticdata then
self.v = tonumber(staticdata)
end
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self.last_v = self.v
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end
function boat.get_staticdata(self)
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
return
end
if self.driver and puncher == self.driver then
self.driver = nil
puncher:set_detach()
default.player_attached[puncher:get_player_name()] = false
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
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end
end
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function boat.on_step(self, dtime)
self.v = get_v(self.object:getvelocity()) * get_sign(self.v)
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if self.driver then
local ctrl = self.driver:get_player_control()
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local yaw = self.object:getyaw()
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if ctrl.up then
self.v = self.v + 0.1
elseif ctrl.down then
self.v = self.v - 0.1
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end
if ctrl.left then
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
elseif ctrl.right then
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
end
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
self.object:setpos(self.object:getpos())
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return
end
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local s = get_sign(self.v)
self.v = self.v - 0.02 * s
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if s ~= get_sign(self.v) then
self.object:setvelocity({x = 0, y = 0, z = 0})
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self.v = 0
return
end
if math.abs(self.v) > 5 then
self.v = 5 * get_sign(self.v)
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end
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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}
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if not is_water(p) then
local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
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}
else
new_acce = {x = 0, y = -9.8, z = 0}
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end
new_velo = get_velocity(self.v, self.object:getyaw(),
self.object:getvelocity().y)
self.object:setpos(self.object:getpos())
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else
p.y = p.y + 1
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if is_water(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}
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end
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new_velo = get_velocity(self.v, self.object:getyaw(), y)
self.object:setpos(self.object:getpos())
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else
new_acce = {x = 0, y = 0, z = 0}
if math.abs(self.object:getvelocity().y) < 1 then
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local pos = self.object:getpos()
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
new_velo = get_velocity(self.v, self.object:getyaw(),
self.object:getvelocity().y)
self.object:setpos(self.object:getpos())
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end
end
end
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self.object:setvelocity(new_velo)
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", {
description = "Boat",
inventory_image = "boats_inventory.png",
wield_image = "boats_wield.png",
wield_scale = {x = 2, y = 2, z = 1},
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liquids_pointable = true,
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on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
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end
if not is_water(pointed_thing.under) then
return itemstack
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end
pointed_thing.under.y = pointed_thing.under.y + 0.5
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minetest.add_entity(pointed_thing.under, "boats:boat")
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
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return itemstack
end,
})
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minetest.register_craft({
output = "boats:boat",
recipe = {
{"", "", "" },
{"group:wood", "", "group:wood"},
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{"group:wood", "group:wood", "group:wood"},
},
})