-- -- Helper functions -- boats = {} function boats.is_water(pos) local nn = minetest.get_node(pos).name return minetest.get_item_group(nn, "water") ~= 0 end function boats.get_sign(i) if i == 0 then return 0 else return i / math.abs(i) end end function boats.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 function boats.get_v(v) return math.sqrt(v.x ^ 2 + v.z ^ 2) end function boats.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() 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 end clicker:set_detach() end self.driver = clicker clicker:set_attach(self.object, "", {x = 0, y = 11, z = -3}, {x = 0, y = 0, z = 0}) 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) end function boats.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 boats.get_staticdata(self) return tostring(self.v) end function boats.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() 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:" .. self.parameters.name) then inv:add_item("main", "boats:" .. self.parameters.name) else minetest.add_item(self.object:getpos(), "boats:" .. self.parameters.name) end end end end function boats.on_step(self, dtime) self.v = boats.get_v(self.object:getvelocity()) * boats.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 + self.parameters.controls.up or 0.1 elseif ctrl.down then self.v = self.v - self.parameters.controls.down or 0.08 end if ctrl.left then if self.v < 0 then self.object:setyaw(yaw - (1 + dtime) * (0.03 * (self.parameters.controls.rotate or 1))) else self.object:setyaw(yaw + (1 + dtime) * (0.03 * (self.parameters.controls.rotate or 1))) end elseif ctrl.right then if self.v < 0 then self.object:setyaw(yaw + (1 + dtime) * (0.03 * (self.parameters.controls.rotate or 1))) else self.object:setyaw(yaw - (1 + dtime) * (0.03 * (self.parameters.controls.rotate or 1))) 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 = boats.get_sign(self.v) self.v = self.v - 0.02 * s if s ~= boats.get_sign(self.v) then self.object:setvelocity({x = 0, y = 0, z = 0}) self.v = 0 return end if math.abs(self.v) > 4.5 then self.v = 4.5 * boats.get_sign(self.v) end 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} if not boats.is_water(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} -- freefall in air -9.81 end new_velo = boats.get_velocity(self.v, self.object:getyaw(), self.object:getvelocity().y) self.object:setpos(self.object:getpos()) else p.y = p.y + 1 if boats.is_water(p) then local y = self.object:getvelocity().y if y >= 4.5 then y = 4.5 elseif y < 0 then new_acce = {x = 0, y = 20, z = 0} else new_acce = {x = 0, y = 5, z = 0} end new_velo = boats.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) + 0.5 self.object:setpos(pos) new_velo = boats.get_velocity(self.v, self.object:getyaw(), 0) else new_velo = boats.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 boats.register_boat = function(parameters) minetest.register_entity("boats:" .. parameters.name, { physical = true, collisionbox = {-0.5, -0.35, -0.5, 0.5, 0.3, 0.5}, visual = "mesh", mesh = "boat.obj", textures = {parameters.texture or "default_wood.png"}, parameters = parameters, driver = nil, v = 0, last_v = 0, removed = false, on_rightclick = boats.on_rightclick, on_activate = boats.on_activate, get_staticdata = boats.get_staticdata, on_punch = boats.on_punch, on_step = boats.on_step }) minetest.register_craftitem("boats:" .. parameters.name, { description = parameters.description or "Boat", inventory_image = "boats_" .. parameters.name .. "_inventory.png", wield_image = "boats_" .. parameters.name .. "_wield.png", wield_scale = {x = 2, y = 2, z = 1}, liquids_pointable = true, on_place = function(itemstack, placer, pointed_thing) if pointed_thing.type ~= "node" then return end if not boats.is_water(pointed_thing.under) then return end pointed_thing.under.y = pointed_thing.under.y + 0.5 minetest.add_entity(pointed_thing.under, "boats:"..parameters.name) if not minetest.setting_getbool("creative_mode") then itemstack:take_item() end return itemstack end, }) end boats.register_boat({ name = "boat", texture = "default_wood.png", controls = { up = 0.1, down = 0.08, rotate = 0.75 }, description = "Boat" }) boats.register_boat({ name = "race", texture = "default_gravel.png", controls = { up = 0.2, down = 0.18, rotate = 1 }, description = "Race boat" }) boats.register_boat({ name = "expert_race", texture = "default_desert_stone.png", controls = { up = 0.25, down = 0.25, rotate = 4 }, description = "Expert race boat" }) boats.register_boat({ name = "water", texture = "default_water.png", controls = { up = 0.3, down = 0.24, rotate = 4 }, description = "Water boat" }) boats.register_boat({ name = "moon", texture = "boats_moon.png", controls = { up = 0.5, down = 0.1, rotate = 8 }, description = "Moon boat" }) -- Craft registrations minetest.register_craft({ output = "boats:moon", recipe = { {"default:obsidian", "", "default:obsidian"}, {"default:dirt", "default:leaves", "default:dirt"}, }, }) minetest.register_craft({ output = "boats:expert_race", recipe = { {"default:desert_stone", "", "default:desert_stone"}, {"default:desert_stone", "default:mese", "default:desert_stone"}, }, }) minetest.register_craft({ output = "boats:race", recipe = { {"default:gravel", "", "default:gravel"}, {"default:gravel", "default:steelblock", "default:gravel"}, }, }) minetest.register_craft({ output = "boats:water", recipe = { {"default:glass", "", "default:glass"}, {"default:glass", "bucket:bucket_water", "default:glass"}, }, }) minetest.register_craft({ output = "boats:boat", recipe = { {"", "", "" }, {"group:wood", "", "group:wood"}, {"group:wood", "group:wood", "group:wood"}, }, })