nalc_game/mods/boats/init.lua

216 lines
5.2 KiB
Lua

--
-- Helper functions
--
local function is_water(pos)
local nn = minetest.get_node(pos).name
return minetest.get_item_group(nn, "water") ~= 0
end
local function get_sign(i)
if i == 0 then
return 0
else
return i / math.abs(i)
end
end
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}
end
local function get_v(v)
return math.sqrt(v.x ^ 2 + v.z ^ 2)
end
--
-- Boat entity
--
local boat = {
physical = true,
collisionbox = {-0.6, -0.4, -0.6, 0.6, 0.3, 0.6},
visual = "mesh",
mesh = "boat.x",
textures = {"default_wood.png"},
driver = nil,
v = 0,
last_v = 0,
removed = false
}
function boat.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)
elseif not self.driver then
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
end
function boat.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 boat.get_staticdata(self)
return tostring(self.v)
end
function boat.on_punch(self, puncher, time_from_last_punch, tool_capabilities, direction)
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
puncher:get_inventory():add_item("main", "boats:boat")
end
end
end
function boat.on_step(self, dtime)
self.v = get_v(self.object:getvelocity()) * 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 + 0.1
end
if ctrl.down then
self.v = self.v - 0.08
end
if ctrl.left then
if ctrl.down then
self.object:setyaw(yaw - (1 + dtime) * 0.03)
else
self.object:setyaw(yaw + (1 + dtime) * 0.03)
end
end
if ctrl.right then
if ctrl.down then
self.object:setyaw(yaw + (1 + dtime) * 0.03)
else
self.object:setyaw(yaw - (1 + dtime) * 0.03)
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
return
end
local s = get_sign(self.v)
self.v = self.v - 0.02 * s
if s ~= 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 * 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 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 = get_velocity(self.v, self.object:getyaw(), self.object:getvelocity().y)
else
p.y = p.y + 1
if is_water(p) then
new_acce = {x = 0, y = 3, z = 0}
local y = self.object:getvelocity().y
if y > 2 then
y = 2
end
if y < 0 then
self.object:setacceleration({x = 0, y = 10, z = 0})
end
new_velo = get_velocity(self.v, self.object:getyaw(), y)
else
new_acce = {x = 0, y = 0, z = 0}
if math.abs(self.object:getvelocity().y) <= 2 then
local pos = self.object:getpos()
pos.y = math.floor(pos.y) + 0.5
self.object:setpos(pos)
new_velo = get_velocity(self.v, self.object:getyaw(), 0)
else
new_velo = get_velocity(self.v, self.object:getyaw(), self.object:getvelocity().y)
end
end
end
self.object:setvelocity(new_velo)
self.object:setacceleration(new_acce)
end
minetest.register_entity("boats:boat", boat)
minetest.register_craftitem("boats:boat", {
description = "Boat",
inventory_image = "boat_inventory.png",
wield_image = "boat_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 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:boat")
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
return itemstack
end,
})
minetest.register_craft({
output = "boats:boat",
recipe = {
{"", "", "" },
{"group:wood", "", "group:wood"},
{"group:wood", "group:wood", "group:wood"},
},
})