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mirror of https://github.com/sys4-fr/server-nalc.git synced 2024-11-11 12:50:41 +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:
LeMagnesium 2015-11-03 21:50:48 +01:00
parent de33f83779
commit 61bfb3ae55
2 changed files with 162 additions and 131 deletions

149
minetestforfun_game/mods/boats/init.lua Executable file → Normal file
View File

@ -27,20 +27,7 @@ function boats.get_v(v)
return math.sqrt(v.x ^ 2 + v.z ^ 2)
end
boats.register_boat = function(parameters)
local boat = {
physical = true,
collisionbox = {-0.6, -0.4, -0.6, 0.6, 0.3, 0.6},
visual = "mesh",
mesh = "boat.obj",
textures = {parameters.texture or "default_wood.png"},
driver = nil,
v = 0,
last_v = 0,
removed = false
}
function boat.on_rightclick(self, clicker)
function boats.on_rightclick(self, clicker)
if not clicker or not clicker:is_player() then
return
end
@ -50,8 +37,21 @@ boats.register_boat = function(parameters)
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
if not default.player_attached[name] == true 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
@ -59,30 +59,33 @@ boats.register_boat = function(parameters)
default.player_set_animation(clicker, "sit" , 30)
end)
self.object:setyaw(clicker:get_look_yaw() - math.pi / 2)
else
minetest.chat_send_player(name, "You're already on a boat")
end
end
end
end
function boat.on_activate(self, staticdata, dtime_s)
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
end
function boat.get_staticdata(self)
function boats.get_staticdata(self)
return tostring(self.v)
end
end
function boat.on_punch(self, puncher, time_from_last_punch, tool_capabilities, direction)
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()
@ -90,42 +93,42 @@ boats.register_boat = function(parameters)
end)
if not minetest.setting_getbool("creative_mode") then
local inv = puncher:get_inventory()
if inv:room_for_item("main", "boats:" .. parameters.name) then
inv:add_item("main", "boats:" .. parameters.name)
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:" .. parameters.name)
minetest.add_item(self.object:getpos(), "boats:" .. self.parameters.name)
end
end
end
end
function boat.on_step(self, dtime)
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 + parameters.controls.up or 0.1
end
if ctrl.down then
self.v = self.v - parameters.controls.down or 0.08
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 ctrl.down then
self.object:setyaw(yaw - (1 + dtime) * (0.03 * (parameters.controls.rotate or 1)))
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 * (parameters.controls.rotate or 1)))
self.object:setyaw(yaw + (1 + dtime) * (0.03 * (self.parameters.controls.rotate or 1)))
end
end
if ctrl.right then
if ctrl.down then
self.object:setyaw(yaw + (1 + dtime) * (0.03 * (parameters.controls.rotate or 1)))
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 * (parameters.controls.rotate or 1)))
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)
@ -151,42 +154,66 @@ boats.register_boat = function(parameters)
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)
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
new_acce = {x = 0, y = 3, z = 0}
local y = self.object:getvelocity().y
if y > 2 then
y = 2
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
if y < 0 then
self.object:setacceleration({x = 0, y = 10, z = 0})
end
new_velo = boats.get_velocity(self.v, self.object:getyaw(), y)
new_velo = 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) <= 2 then
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)
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
end
minetest.register_entity("boats:"..parameters.name, boat)
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"},
minetest.register_craftitem("boats:"..parameters.name, {
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},
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)
@ -196,14 +223,17 @@ boats.register_boat = function(parameters)
if not boats.is_water(pointed_thing.under) then
return
end
pointed_thing.under.y = pointed_thing.under.y+0.5
minetest.env:add_entity(pointed_thing.under, "boats:"..parameters.name)
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",
@ -298,6 +328,7 @@ minetest.register_craft({
minetest.register_craft({
output = "boats:boat",
recipe = {
{"", "", "" },
{"group:wood", "", "group:wood"},
{"group:wood", "group:wood", "group:wood"},
},

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minetestforfun_game/mods/default/models/character.png Executable file → Normal file

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