Boats: Use driver name string instead of objectref

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Paramat 2018-07-15 21:50:07 +01:00 committed by GitHub
parent 57db3f748c
commit ee72bc722c
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 42 additions and 33 deletions

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@ -54,7 +54,7 @@ function boat.on_rightclick(self, clicker)
return return
end end
local name = clicker:get_player_name() local name = clicker:get_player_name()
if self.driver and clicker == self.driver then if self.driver and name == self.driver then
self.driver = nil self.driver = nil
self.auto = false self.auto = false
clicker:set_detach() clicker:set_detach()
@ -74,7 +74,7 @@ function boat.on_rightclick(self, clicker)
end end
clicker:set_detach() clicker:set_detach()
end end
self.driver = clicker self.driver = name
clicker:set_attach(self.object, "", clicker:set_attach(self.object, "",
{x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0}) {x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0})
player_api.player_attached[name] = true player_api.player_attached[name] = true
@ -86,6 +86,13 @@ function boat.on_rightclick(self, clicker)
end end
-- If driver leaves server while driving boat
function boat.on_detach_child(self, child)
self.driver = nil
self.auto = false
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
@ -104,16 +111,18 @@ function boat.on_punch(self, puncher)
if not puncher or not puncher:is_player() or self.removed then if not puncher or not puncher:is_player() or self.removed then
return return
end end
if self.driver and puncher == self.driver then
local name = puncher:get_player_name()
if self.driver and name == self.driver then
self.driver = nil self.driver = nil
puncher:set_detach() puncher:set_detach()
player_api.player_attached[puncher:get_player_name()] = false player_api.player_attached[name] = false
end end
if not self.driver then if not self.driver then
self.removed = true self.removed = true
local inv = puncher:get_inventory() local inv = puncher:get_inventory()
if not (creative and creative.is_enabled_for if not (creative and creative.is_enabled_for
and creative.is_enabled_for(puncher:get_player_name())) and creative.is_enabled_for(name))
or not inv:contains_item("main", "boats:boat") then or not inv:contains_item("main", "boats:boat") then
local leftover = inv:add_item("main", "boats:boat") local leftover = inv:add_item("main", "boats:boat")
-- if no room in inventory add a replacement boat to the world -- if no room in inventory add a replacement boat to the world
@ -132,35 +141,35 @@ end
function boat.on_step(self, dtime) function boat.on_step(self, dtime)
self.v = get_v(self.object:get_velocity()) * get_sign(self.v) self.v = get_v(self.object:get_velocity()) * get_sign(self.v)
if self.driver then if self.driver then
local driver_name = self.driver:get_player_name() local driver_objref = minetest.get_player_by_name(self.driver)
local ctrl = self.driver:get_player_control() if driver_objref then
if ctrl.up and ctrl.down then local ctrl = driver_objref:get_player_control()
if not self.auto then if ctrl.up and ctrl.down then
self.auto = true if not self.auto then
minetest.chat_send_player(driver_name, self.auto = true
"[boats] Cruise on") minetest.chat_send_player(self.driver, "[boats] Cruise on")
end
elseif ctrl.down then
self.v = self.v - dtime * 1.8
if self.auto then
self.auto = false
minetest.chat_send_player(self.driver, "[boats] Cruise off")
end
elseif ctrl.up or self.auto then
self.v = self.v + dtime * 1.8
end end
elseif ctrl.down then if ctrl.left then
self.v = self.v - dtime * 1.8 if self.v < -0.001 then
if self.auto then self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
self.auto = false else
minetest.chat_send_player(driver_name, self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
"[boats] Cruise off") end
end elseif ctrl.right then
elseif ctrl.up or self.auto then if self.v < -0.001 then
self.v = self.v + dtime * 1.8 self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
end else
if ctrl.left then self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
if self.v < -0.001 then end
self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
else
self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
end
elseif ctrl.right then
if self.v < -0.001 then
self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
else
self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
end end
end end
end end