forked from nalc/nalc_game
Boats: Fix sinking through boat when detaching
By CProgrammerRU Also, by paramat: Slightly raise base of collision box Improve code style
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@ -1,4 +1,3 @@
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--
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-- Helper functions
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--
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@ -8,6 +7,7 @@ local function is_water(pos)
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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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@ -16,12 +16,14 @@ local function get_sign(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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@ -32,7 +34,7 @@ end
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local boat = {
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physical = true,
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collisionbox = {-0.5, -0.4, -0.5, 0.5, 0.3, 0.5},
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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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@ -43,6 +45,7 @@ local boat = {
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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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@ -53,9 +56,15 @@ function boat.on_rightclick(self, clicker)
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clicker:set_detach()
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default.player_attached[name] = false
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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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self.driver = clicker
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clicker:set_attach(self.object, "", {x = 0, y = 11, z = -3}, {x = 0, y = 0, z = 0})
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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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minetest.after(0.2, function()
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default.player_set_animation(clicker, "sit" , 30)
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@ -64,6 +73,7 @@ function boat.on_rightclick(self, clicker)
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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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@ -72,11 +82,14 @@ function boat.on_activate(self, staticdata, dtime_s)
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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, time_from_last_punch, tool_capabilities, direction)
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function boat.on_punch(self, puncher, time_from_last_punch,
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tool_capabilities, direction)
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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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@ -97,6 +110,7 @@ function boat.on_punch(self, puncher, time_from_last_punch, tool_capabilities, d
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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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@ -149,7 +163,8 @@ function boat.on_step(self, dtime)
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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(), self.object:getvelocity().y)
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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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@ -172,7 +187,8 @@ function boat.on_step(self, dtime)
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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(), self.object:getvelocity().y)
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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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@ -181,8 +197,10 @@ function boat.on_step(self, dtime)
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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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@ -206,6 +224,7 @@ minetest.register_craftitem("boats:boat", {
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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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@ -214,4 +233,3 @@ minetest.register_craft({
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{"group:wood", "group:wood", "group:wood"},
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},
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})
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