forked from minetest/minetest_game
Add spaces around operators in boat mod code, fix a problem with boat staticdata, fix a crash that can occur with boat going over unknown nodes.
This commit is contained in:
parent
955f3cf310
commit
c993e14084
@ -12,18 +12,18 @@ local function get_sign(i)
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if i == 0 then
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if i == 0 then
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return 0
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return 0
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else
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else
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return i/math.abs(i)
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return i / math.abs(i)
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end
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end
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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 function get_velocity(v, yaw, y)
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local x = -math.sin(yaw)*v
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local x = -math.sin(yaw) * v
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local z = math.cos(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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return {x = x, y = y, z = z}
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end
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end
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local function get_v(v)
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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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return math.sqrt(v.x ^ 2 + v.z ^ 2)
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end
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end
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--
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--
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@ -32,7 +32,7 @@ end
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local boat = {
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local boat = {
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physical = true,
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physical = true,
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collisionbox = {-0.6,-0.4,-0.6, 0.6,0.3,0.6},
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collisionbox = {-0.6, -0.4, -0.6, 0.6, 0.3, 0.6},
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visual = "mesh",
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visual = "mesh",
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mesh = "boat.x",
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mesh = "boat.x",
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textures = {"default_wood.png"},
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textures = {"default_wood.png"},
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@ -55,25 +55,25 @@ function boat.on_rightclick(self, clicker)
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default.player_set_animation(clicker, "stand" , 30)
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default.player_set_animation(clicker, "stand" , 30)
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elseif not self.driver then
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elseif not self.driver then
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self.driver = clicker
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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, "", {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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default.player_attached[name] = true
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minetest.after(0.2, function()
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minetest.after(0.2, function()
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default.player_set_animation(clicker, "sit" , 30)
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default.player_set_animation(clicker, "sit" , 30)
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end)
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end)
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self.object:setyaw(clicker:get_look_yaw()-math.pi/2)
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self.object:setyaw(clicker:get_look_yaw() - math.pi / 2)
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end
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end
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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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function boat.on_activate(self, staticdata, dtime_s)
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self.object:set_armor_groups({immortal=1})
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self.object:set_armor_groups({immortal = 1})
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if staticdata then
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if staticdata then
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self.v = tonumber(staticdata)
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self.v = tonumber(staticdata)
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end
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end
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self.last_v = self.v
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self.last_v = self.v
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end
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end
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function boat.get_staticdata()
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function boat.get_staticdata(self)
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return tostring(v)
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return tostring(self.v)
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end
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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, tool_capabilities, direction)
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@ -85,7 +85,7 @@ function boat.on_punch(self, puncher, time_from_last_punch, tool_capabilities, d
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self.removed = true
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self.removed = true
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-- delay remove to ensure player is detached
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-- delay remove to ensure player is detached
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minetest.after(0.1,function()
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minetest.after(0.1, function()
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self.object:remove()
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self.object:remove()
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end)
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end)
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if not minetest.setting_getbool("creative_mode") then
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if not minetest.setting_getbool("creative_mode") then
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@ -94,28 +94,28 @@ 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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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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self.v = get_v(self.object:getvelocity()) * get_sign(self.v)
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if self.driver then
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if self.driver then
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local ctrl = self.driver:get_player_control()
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local ctrl = self.driver:get_player_control()
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local yaw = self.object:getyaw()
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local yaw = self.object:getyaw()
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if ctrl.up then
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if ctrl.up then
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self.v = self.v+0.1
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self.v = self.v + 0.1
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end
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end
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if ctrl.down then
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if ctrl.down then
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self.v = self.v-0.08
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self.v = self.v - 0.08
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end
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end
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if ctrl.left then
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if ctrl.left then
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if ctrl.down then
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if ctrl.down then
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self.object:setyaw(yaw-math.pi/120-dtime*math.pi/120)
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self.object:setyaw(yaw - math.pi / 120 - dtime * math.pi / 120)
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else
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else
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self.object:setyaw(yaw+math.pi/120+dtime*math.pi/120)
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self.object:setyaw(yaw + math.pi / 120 + dtime * math.pi / 120)
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end
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end
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end
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end
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if ctrl.right then
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if ctrl.right then
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if ctrl.down then
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if ctrl.down then
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self.object:setyaw(yaw+math.pi/120+dtime*math.pi/120)
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self.object:setyaw(yaw + math.pi / 120 + dtime * math.pi / 120)
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else
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else
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self.object:setyaw(yaw-math.pi/120-dtime*math.pi/120)
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self.object:setyaw(yaw - math.pi / 120 - dtime*math.pi/120)
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end
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end
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end
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end
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end
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end
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@ -124,43 +124,44 @@ function boat.on_step(self, dtime)
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return
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return
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end
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end
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local s = get_sign(self.v)
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local s = get_sign(self.v)
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self.v = self.v - 0.02*s
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self.v = self.v - 0.02 * s
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if s ~= get_sign(self.v) then
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if s ~= get_sign(self.v) then
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self.object:setvelocity({x=0, y=0, z=0})
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.v = 0
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self.v = 0
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return
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return
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end
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end
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if math.abs(self.v) > 4.5 then
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if math.abs(self.v) > 4.5 then
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self.v = 4.5*get_sign(self.v)
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self.v = 4.5 * get_sign(self.v)
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end
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end
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local p = self.object:getpos()
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local p = self.object:getpos()
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p.y = p.y-0.5
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p.y = p.y - 0.5
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local new_velo = {x=0,y=0,z=0}
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local new_velo = {x = 0, y = 0, z = 0}
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local new_acce = {x=0,y=0,z=0}
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local new_acce = {x = 0, y = 0, z = 0}
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if not is_water(p) then
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if not is_water(p) then
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if minetest.registered_nodes[minetest.env:get_node(p).name].walkable then
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local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
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if (not nodedef) or nodedef.walkable then
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self.v = 0
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self.v = 0
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end
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end
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new_acce = {x=0, y=-10, z=0}
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new_acce = {x = 0, y = -10, z = 0}
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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(), self.object:getvelocity().y)
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else
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else
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p.y = p.y+1
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p.y = p.y + 1
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if is_water(p) then
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if is_water(p) then
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new_acce = {x=0, y=3, z=0}
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new_acce = {x = 0, y = 3, z = 0}
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local y = self.object:getvelocity().y
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local y = self.object:getvelocity().y
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if y > 2 then
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if y > 2 then
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y = 2
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y = 2
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end
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end
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if y < 0 then
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if y < 0 then
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self.object:setacceleration({x=0, y=10, z=0})
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self.object:setacceleration({x = 0, y = 10, z = 0})
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end
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end
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new_velo = get_velocity(self.v, self.object:getyaw(), y)
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new_velo = get_velocity(self.v, self.object:getyaw(), y)
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else
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else
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new_acce = {x=0, y=0, z=0}
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new_acce = {x = 0, y = 0, z = 0}
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if math.abs(self.object:getvelocity().y) < 1 then
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if math.abs(self.object:getvelocity().y) < 1 then
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local pos = self.object:getpos()
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local pos = self.object:getpos()
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pos.y = math.floor(pos.y)+0.5
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pos.y = math.floor(pos.y) + 0.5
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self.object:setpos(pos)
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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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new_velo = get_velocity(self.v, self.object:getyaw(), 0)
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else
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else
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@ -179,7 +180,7 @@ minetest.register_craftitem("boats:boat", {
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description = "Boat",
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description = "Boat",
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inventory_image = "boat_inventory.png",
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inventory_image = "boat_inventory.png",
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wield_image = "boat_wield.png",
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wield_image = "boat_wield.png",
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wield_scale = {x=2, y=2, z=1},
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wield_scale = {x = 2, y = 2, z = 1},
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liquids_pointable = true,
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liquids_pointable = true,
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on_place = function(itemstack, placer, pointed_thing)
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on_place = function(itemstack, placer, pointed_thing)
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@ -189,7 +190,7 @@ minetest.register_craftitem("boats:boat", {
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if not is_water(pointed_thing.under) then
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if not is_water(pointed_thing.under) then
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return
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return
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end
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end
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pointed_thing.under.y = pointed_thing.under.y+0.5
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pointed_thing.under.y = pointed_thing.under.y + 0.5
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minetest.add_entity(pointed_thing.under, "boats:boat")
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minetest.add_entity(pointed_thing.under, "boats:boat")
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if not minetest.setting_getbool("creative_mode") then
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if not minetest.setting_getbool("creative_mode") then
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itemstack:take_item()
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itemstack:take_item()
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@ -201,7 +202,7 @@ minetest.register_craftitem("boats:boat", {
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minetest.register_craft({
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minetest.register_craft({
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output = "boats:boat",
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output = "boats:boat",
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recipe = {
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recipe = {
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{"", "", ""},
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{"", "", "" },
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{"group:wood", "", "group:wood"},
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{"group:wood", "", "group:wood"},
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{"group:wood", "group:wood", "group:wood"},
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{"group:wood", "group:wood", "group:wood"},
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},
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},
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