mirror of
https://github.com/sys4-fr/server-nalc.git
synced 2024-12-24 01:30:38 +01:00
[boats] Define custom callback only once
- boats: Update, move the callback functions out of register_boat - default: Update character.png
This commit is contained in:
parent
de33f83779
commit
61bfb3ae55
293
minetestforfun_game/mods/boats/init.lua
Executable file → Normal file
293
minetestforfun_game/mods/boats/init.lua
Executable file → Normal file
@ -27,62 +27,65 @@ function boats.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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boats.register_boat = function(parameters)
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local boat = {
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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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visual = "mesh",
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mesh = "boat.obj",
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textures = {parameters.texture or "default_wood.png"},
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driver = nil,
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v = 0,
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last_v = 0,
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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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end
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local name = clicker:get_player_name()
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if self.driver and clicker == self.driver then
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self.driver = nil
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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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elseif not self.driver then
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if not default.player_attached[name] == true 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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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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end)
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self.object:setyaw(clicker:get_look_yaw() - math.pi / 2)
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else
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minetest.chat_send_player(name, "You're already on a boat")
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function boats.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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end
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local name = clicker:get_player_name()
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if self.driver and clicker == self.driver then
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self.driver = nil
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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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local attach = clicker:get_attach()
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if attach and attach:get_luaentity() then
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local luaentity = attach:get_luaentity()
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if luaentity.driver then
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luaentity.driver = nil
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end
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end
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clicker:set_detach()
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end
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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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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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end)
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self.object:setyaw(clicker:get_look_yaw() - math.pi / 2)
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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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self.v = tonumber(staticdata)
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end
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self.last_v = self.v
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function boats.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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self.v = tonumber(staticdata)
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end
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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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function boats.get_staticdata(self)
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return tostring(self.v)
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end
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function boats.on_punch(self, puncher)
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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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function boat.on_punch(self, puncher, time_from_last_punch, 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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if self.driver and puncher == self.driver then
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self.driver = nil
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puncher:set_detach()
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default.player_attached[puncher:get_player_name()] = false
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end
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if not self.driver then
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self.removed = true
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-- delay remove to ensure player is detached
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minetest.after(0.1, function()
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@ -90,103 +93,127 @@ boats.register_boat = function(parameters)
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end)
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if not minetest.setting_getbool("creative_mode") then
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local inv = puncher:get_inventory()
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if inv:room_for_item("main", "boats:" .. parameters.name) then
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inv:add_item("main", "boats:" .. parameters.name)
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if inv:room_for_item("main", "boats:" .. self.parameters.name) then
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inv:add_item("main", "boats:" .. self.parameters.name)
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else
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minetest.add_item(self.object:getpos(), "boats:" .. parameters.name)
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minetest.add_item(self.object:getpos(), "boats:" .. self.parameters.name)
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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_step(self, dtime)
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self.v = boats.get_v(self.object:getvelocity()) * boats.get_sign(self.v)
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if self.driver then
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local ctrl = self.driver:get_player_control()
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local yaw = self.object:getyaw()
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if ctrl.up then
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self.v = self.v + parameters.controls.up or 0.1
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function boats.on_step(self, dtime)
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self.v = boats.get_v(self.object:getvelocity()) * boats.get_sign(self.v)
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if self.driver then
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local ctrl = self.driver:get_player_control()
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local yaw = self.object:getyaw()
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if ctrl.up then
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self.v = self.v + self.parameters.controls.up or 0.1
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elseif ctrl.down then
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self.v = self.v - self.parameters.controls.down or 0.08
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end
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if ctrl.left then
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if self.v < 0 then
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self.object:setyaw(yaw - (1 + dtime) * (0.03 * (self.parameters.controls.rotate or 1)))
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else
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self.object:setyaw(yaw + (1 + dtime) * (0.03 * (self.parameters.controls.rotate or 1)))
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end
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if ctrl.down then
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self.v = self.v - parameters.controls.down or 0.08
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end
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if ctrl.left then
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if ctrl.down then
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self.object:setyaw(yaw - (1 + dtime) * (0.03 * (parameters.controls.rotate or 1)))
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else
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self.object:setyaw(yaw + (1 + dtime) * (0.03 * (parameters.controls.rotate or 1)))
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end
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end
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if ctrl.right then
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if ctrl.down then
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self.object:setyaw(yaw + (1 + dtime) * (0.03 * (parameters.controls.rotate or 1)))
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else
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self.object:setyaw(yaw - (1 + dtime) * (0.03 * (parameters.controls.rotate or 1)))
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end
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elseif ctrl.right then
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if self.v < 0 then
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self.object:setyaw(yaw + (1 + dtime) * (0.03 * (self.parameters.controls.rotate or 1)))
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else
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self.object:setyaw(yaw - (1 + dtime) * (0.03 * (self.parameters.controls.rotate or 1)))
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end
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end
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local velo = self.object:getvelocity()
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if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
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return
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end
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local s = boats.get_sign(self.v)
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self.v = self.v - 0.02 * s
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if s ~= boats.get_sign(self.v) then
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self.object:setvelocity({x = 0, y = 0, z = 0})
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end
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local velo = self.object:getvelocity()
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if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
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self.object:setpos(self.object:getpos())
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return
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end
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local s = boats.get_sign(self.v)
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self.v = self.v - 0.02 * s
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if s ~= boats.get_sign(self.v) then
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self.object:setvelocity({x = 0, y = 0, z = 0})
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self.v = 0
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return
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end
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if math.abs(self.v) > 4.5 then
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self.v = 4.5 * boats.get_sign(self.v)
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end
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local p = self.object:getpos()
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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_acce = {x = 0, y = 0, z = 0}
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if not boats.is_water(p) 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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return
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end
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if math.abs(self.v) > 4.5 then
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self.v = 4.5 * boats.get_sign(self.v)
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end
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local p = self.object:getpos()
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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_acce = {x = 0, y = 0, z = 0}
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if not boats.is_water(p) 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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new_acce = {x = 0, y = 1, z = 0}
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else
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new_acce = {x = 0, y = -9.8, z = 0} -- freefall in air -9.81
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end
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new_velo = boats.get_velocity(self.v, self.object:getyaw(), self.object:getvelocity().y)
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new_acce = {x = 0, y = 1, z = 0}
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else
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p.y = p.y + 1
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if boats.is_water(p) then
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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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if y > 2 then
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y = 2
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end
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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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end
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new_velo = boats.get_velocity(self.v, self.object:getyaw(), y)
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new_acce = {x = 0, y = -9.8, z = 0} -- freefall in air -9.81
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end
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new_velo = boats.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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if boats.is_water(p) then
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local y = self.object:getvelocity().y
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if y >= 4.5 then
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y = 4.5
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elseif y < 0 then
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new_acce = {x = 0, y = 20, z = 0}
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else
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new_acce = {x = 0, y = 0, z = 0}
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if math.abs(self.object:getvelocity().y) <= 2 then
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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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self.object:setpos(pos)
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new_velo = boats.get_velocity(self.v, self.object:getyaw(), 0)
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else
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new_velo = boats.get_velocity(self.v, self.object:getyaw(), self.object:getvelocity().y)
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end
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new_acce = {x = 0, y = 5, z = 0}
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end
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new_velo = get_velocity(self.v, self.object:getyaw(), y)
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self.object:setpos(self.object:getpos())
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else
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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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local pos = self.object:getpos()
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pos.y = math.floor(pos.y) + 0.5
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self.object:setpos(pos)
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new_velo = boats.get_velocity(self.v, self.object:getyaw(), 0)
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else
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new_velo = boats.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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self.object:setvelocity(new_velo)
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self.object:setacceleration(new_acce)
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end
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self.object:setvelocity(new_velo)
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self.object:setacceleration(new_acce)
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end
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minetest.register_entity("boats:"..parameters.name, boat)
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boats.register_boat = function(parameters)
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minetest.register_entity("boats:" .. parameters.name, {
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physical = true,
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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 = {parameters.texture or "default_wood.png"},
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minetest.register_craftitem("boats:"..parameters.name, {
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parameters = parameters,
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driver = nil,
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v = 0,
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last_v = 0,
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removed = false,
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on_rightclick = boats.on_rightclick,
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on_activate = boats.on_activate,
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get_staticdata = boats.get_staticdata,
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on_punch = boats.on_punch,
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on_step = boats.on_step
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})
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minetest.register_craftitem("boats:" .. parameters.name, {
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description = parameters.description or "Boat",
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inventory_image = "boats_"..parameters.name.."_inventory.png",
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wield_image = "boats_"..parameters.name.."_wield.png",
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wield_scale = {x=2, y=2, z=1},
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inventory_image = "boats_" .. parameters.name .. "_inventory.png",
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wield_image = "boats_" .. parameters.name .. "_wield.png",
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wield_scale = {x = 2, y = 2, z = 1},
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liquids_pointable = true,
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on_place = function(itemstack, placer, pointed_thing)
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@ -196,14 +223,17 @@ boats.register_boat = function(parameters)
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if not boats.is_water(pointed_thing.under) then
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return
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end
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pointed_thing.under.y = pointed_thing.under.y+0.5
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minetest.env:add_entity(pointed_thing.under, "boats:"..parameters.name)
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itemstack:take_item()
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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:"..parameters.name)
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if not minetest.setting_getbool("creative_mode") then
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itemstack:take_item()
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end
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return itemstack
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end,
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})
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end
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boats.register_boat({
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name = "boat",
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texture = "default_wood.png",
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@ -298,7 +328,8 @@ minetest.register_craft({
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minetest.register_craft({
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output = "boats:boat",
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recipe = {
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{"group:wood", "", "group:wood"},
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{"", "", "" },
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{"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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BIN
minetestforfun_game/mods/default/models/character.png
Executable file → Normal file
BIN
minetestforfun_game/mods/default/models/character.png
Executable file → Normal file
Binary file not shown.
Before Width: | Height: | Size: 1.8 KiB After Width: | Height: | Size: 2.7 KiB |
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