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local S = minetest.get_translator ( " mcl_boats " )
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--
-- Helper functions
--
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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
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local boat_visual_size = { x = 3 , y = 3 }
-- Note: This mod assumes the default player visual_size is {x=1, y=1}
local driver_visual_size = { x = 1 / boat_visual_size.x , y = 1 / boat_visual_size.y }
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local paddling_speed = 22
local boat_y_offset = 0.35
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local boat_y_offset_ground = boat_y_offset + 0.6
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local boat_side_offset = 1.001
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--
-- Boat entity
--
local boat = {
physical = true ,
-- Warning: Do not change the position of the collisionbox top surface,
-- lowering it causes the boat to fall through the world if underwater
collisionbox = { - 0.5 , - 0.35 , - 0.5 , 0.5 , 0.3 , 0.5 } ,
visual = " mesh " ,
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mesh = " mcl_boats_boat.b3d " ,
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textures = { " mcl_boats_texture_oak_boat.png " } ,
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visual_size = boat_visual_size ,
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_driver = nil , -- Attached driver (player) or nil if none
_v = 0 , -- Speed
_last_v = 0 , -- Temporary speed variable
_removed = false , -- If true, boat entity is considered removed (e.g. after punch) and should be ignored
_itemstring = " mcl_boats:boat " , -- Itemstring of the boat item (implies boat type)
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_animation = 0 , -- 0: not animated; 1: paddling forwards; -1: paddling forwards
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}
function boat . on_rightclick ( self , clicker )
if not clicker or not clicker : is_player ( ) then
return
end
local name = clicker : get_player_name ( )
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if self._driver and clicker == self._driver then
self._driver = nil
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clicker : set_detach ( )
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clicker : set_properties ( { visual_size = { x = 1 , y = 1 } } )
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mcl_player.player_attached [ name ] = false
mcl_player.player_set_animation ( clicker , " stand " , 30 )
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local pos = clicker : get_pos ( )
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pos = { x = pos.x , y = pos.y + 0.2 , z = pos.z }
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clicker : set_pos ( pos )
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elseif not self._driver then
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local attach = clicker : get_attach ( )
if attach and attach : get_luaentity ( ) then
local luaentity = attach : get_luaentity ( )
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if luaentity._driver then
luaentity._driver = nil
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end
clicker : set_detach ( )
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clicker : set_properties ( { visual_size = { x = 1 , y = 1 } } )
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end
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self._driver = clicker
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clicker : set_attach ( self.object , " " ,
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{ x = 0 , y = 0.42 , z = - 1 } , { x = 0 , y = 0 , z = 0 } )
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clicker : set_properties ( { visual_size = driver_visual_size } )
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mcl_player.player_attached [ name ] = true
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minetest.after ( 0.2 , function ( name )
local player = minetest.get_player_by_name ( name )
if player then
mcl_player.player_set_animation ( player , " sit " , 30 )
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end
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end , name )
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clicker : set_look_horizontal ( self.object : get_yaw ( ) )
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end
end
function boat . on_activate ( self , staticdata , dtime_s )
self.object : set_armor_groups ( { immortal = 1 } )
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local data = minetest.deserialize ( staticdata )
if type ( data ) == " table " then
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self._v = data.v
self._last_v = self._v
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self._itemstring = data.itemstring
self.object : set_properties ( { textures = data.textures } )
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end
end
function boat . get_staticdata ( self )
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return minetest.serialize ( {
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v = self._v ,
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itemstring = self._itemstring ,
textures = self.object : get_properties ( ) . textures
} )
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end
function boat . 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
end
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if self._driver and puncher == self._driver then
self._driver = nil
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puncher : set_detach ( )
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puncher : set_properties ( { visual_size = { x = 1 , y = 1 } } )
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mcl_player.player_attached [ puncher : get_player_name ( ) ] = false
end
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if not self._driver then
self._removed = true
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-- Drop boat as item on the ground after punching
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if not minetest.settings : get_bool ( " creative_mode " ) then
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minetest.add_item ( self.object : get_pos ( ) , self._itemstring )
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else
local inv = puncher : get_inventory ( )
if not inv : contains_item ( " main " , self._itemstring ) then
inv : add_item ( " main " , self._itemstring )
end
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end
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self.object : remove ( )
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end
end
function boat . on_step ( self , dtime )
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self._v = get_v ( self.object : get_velocity ( ) ) * get_sign ( self._v )
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local on_water = true
local in_water = false
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local v_factor = 1
local v_slowdown = 0.02
local p = self.object : get_pos ( )
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if ( not is_water ( { x = p.x , y = p.y - boat_y_offset , z = p.z } ) ) then
on_water = false
v_factor = 0.5
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v_slowdown = 0.04
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elseif ( is_water ( { x = p.x , y = p.y - boat_y_offset + 1 , z = p.z } ) ) then
on_water = false
in_water = true
v_factor = 0.75
v_slowdown = 0.05
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end
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if self._driver then
local ctrl = self._driver : get_player_control ( )
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local yaw = self.object : get_yaw ( )
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if ctrl.up then
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-- Forwards
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self._v = self._v + 0.1 * v_factor
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-- Paddling animation
if self._animation ~= 1 then
self.object : set_animation ( { x = 0 , y = 40 } , paddling_speed , 0 , true )
self._animation = 1
end
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elseif ctrl.down then
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-- Backwards
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self._v = self._v - 0.1 * v_factor
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-- Paddling animation, reversed
if self._animation ~= - 1 then
self.object : set_animation ( { x = 0 , y = 40 } , - paddling_speed , 0 , true )
self._animation = - 1
end
else
-- Stop paddling animation if no control pressed
if self._animation ~= 0 then
self.object : set_animation ( { x = 0 , y = 40 } , 0 , 0 , true )
self._animation = 0
end
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end
if ctrl.left then
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if self._v < 0 then
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self.object : set_yaw ( yaw - ( 1 + dtime ) * 0.03 * v_factor )
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else
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self.object : set_yaw ( yaw + ( 1 + dtime ) * 0.03 * v_factor )
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end
elseif ctrl.right then
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if self._v < 0 then
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self.object : set_yaw ( yaw + ( 1 + dtime ) * 0.03 * v_factor )
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else
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self.object : set_yaw ( yaw - ( 1 + dtime ) * 0.03 * v_factor )
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end
end
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else
-- Stop paddling without driver
if self._animation ~= 0 then
self.object : set_animation ( { x = 0 , y = 40 } , 0 , 0 , true )
self._animation = 0
end
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end
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local s = get_sign ( self._v )
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if not on_water and not in_water and math.abs ( self._v ) > 1.0 then
v_slowdown = math.min ( math.abs ( self._v ) - 1.0 , v_slowdown * 5 )
elseif in_water and math.abs ( self._v ) > 1.5 then
v_slowdown = math.min ( math.abs ( self._v ) - 1.5 , v_slowdown * 5 )
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end
self._v = self._v - v_slowdown * s
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if s ~= get_sign ( self._v ) then
self._v = 0
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end
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p.y = p.y - boat_y_offset
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local new_velo
local new_acce = { x = 0 , y = 0 , z = 0 }
if not is_water ( p ) then
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-- Not on water or inside water: Free fall
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local nodedef = minetest.registered_nodes [ minetest.get_node ( p ) . name ]
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new_acce = { x = 0 , y = - 9.8 , z = 0 }
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new_velo = get_velocity ( self._v , self.object : get_yaw ( ) ,
self.object : get_velocity ( ) . y )
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else
p.y = p.y + 1
if is_water ( p ) then
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-- Inside water: Slowly sink
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local y = self.object : get_velocity ( ) . y
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y = y - 0.01
if y < - 0.2 then
y = - 0.2
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end
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new_acce = { x = 0 , y = 0 , z = 0 }
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new_velo = get_velocity ( self._v , self.object : get_yaw ( ) , y )
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else
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-- On top of water
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new_acce = { x = 0 , y = 0 , z = 0 }
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if math.abs ( self.object : get_velocity ( ) . y ) < 0 then
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new_velo = get_velocity ( self._v , self.object : get_yaw ( ) , 0 )
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else
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new_velo = get_velocity ( self._v , self.object : get_yaw ( ) ,
self.object : get_velocity ( ) . y )
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end
end
end
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-- Terminal velocity: 8 m/s per axis of travel
for _ , axis in pairs ( { " z " , " y " , " x " } ) do
if math.abs ( new_velo [ axis ] ) > 8 then
new_velo [ axis ] = 8 * get_sign ( new_velo [ axis ] )
end
end
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self.object : set_velocity ( new_velo )
self.object : set_acceleration ( new_acce )
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end
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-- Register one entity for all boat types
minetest.register_entity ( " mcl_boats:boat " , boat )
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local boat_ids = { " boat " , " boat_spruce " , " boat_birch " , " boat_jungle " , " boat_acacia " , " boat_dark_oak " }
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local names = { S ( " Oak Boat " ) , S ( " Spruce Boat " ) , S ( " Birch Boat " ) , S ( " Jungle Boat " ) , S ( " Acacia Boat " ) , S ( " Dark Oak Boat " ) }
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local craftstuffs = { }
if minetest.get_modpath ( " mcl_core " ) then
craftstuffs = { " mcl_core:wood " , " mcl_core:sprucewood " , " mcl_core:birchwood " , " mcl_core:junglewood " , " mcl_core:acaciawood " , " mcl_core:darkwood " }
end
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local images = { " oak " , " spruce " , " birch " , " jungle " , " acacia " , " dark_oak " }
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for b = 1 , # boat_ids do
local itemstring = " mcl_boats: " .. boat_ids [ b ]
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local longdesc , usagehelp , help , helpname
help = false
-- Only create one help entry for all boats
if b == 1 then
help = true
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longdesc = S ( " Boats are used to travel on the surface of water. " )
usagehelp = S ( " Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Rightclick the boat again to leave it, punch the boat to make it drop as an item. " )
helpname = S ( " Boat " )
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end
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minetest.register_craftitem ( itemstring , {
description = names [ b ] ,
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_doc_items_create_entry = help ,
_doc_items_entry_name = helpname ,
_doc_items_longdesc = longdesc ,
_doc_items_usagehelp = usagehelp ,
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inventory_image = " mcl_boats_ " .. images [ b ] .. " _boat.png " ,
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liquids_pointable = true ,
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groups = { boat = 1 , transport = 1 } ,
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stack_max = 1 ,
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on_place = function ( itemstack , placer , pointed_thing )
if pointed_thing.type ~= " node " then
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return itemstack
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end
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-- Call on_rightclick if the pointed node defines it
local node = minetest.get_node ( pointed_thing.under )
if placer and not placer : get_player_control ( ) . sneak then
if minetest.registered_nodes [ node.name ] and minetest.registered_nodes [ node.name ] . on_rightclick then
return minetest.registered_nodes [ node.name ] . on_rightclick ( pointed_thing.under , node , placer , itemstack ) or itemstack
end
end
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local pos = table.copy ( pointed_thing.under )
local dir = vector.subtract ( pointed_thing.above , pointed_thing.under )
if math.abs ( dir.x ) > 0.9 or math.abs ( dir.z ) > 0.9 then
pos = vector.add ( pos , vector.multiply ( dir , boat_side_offset ) )
elseif is_water ( pos ) then
pos = vector.add ( pos , vector.multiply ( dir , boat_y_offset ) )
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else
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pos = vector.add ( pos , vector.multiply ( dir , boat_y_offset_ground ) )
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end
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local boat = minetest.add_entity ( pos , " mcl_boats:boat " )
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boat : get_luaentity ( ) . _itemstring = itemstring
boat : set_properties ( { textures = { " mcl_boats_texture_ " .. images [ b ] .. " _boat.png " } } )
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boat : set_yaw ( placer : get_look_horizontal ( ) )
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if not minetest.settings : get_bool ( " creative_mode " ) then
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itemstack : take_item ( )
end
return itemstack
end ,
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_on_dispense = function ( stack , pos , droppos , dropnode , dropdir )
local below = { x = droppos.x , y = droppos.y - 1 , z = droppos.z }
local belownode = minetest.get_node ( below )
-- Place boat as entity on or in water
if minetest.get_item_group ( dropnode.name , " water " ) ~= 0 or ( dropnode.name == " air " and minetest.get_item_group ( belownode.name , " water " ) ~= 0 ) then
minetest.add_entity ( droppos , " mcl_boats:boat " )
else
minetest.add_item ( droppos , stack )
end
end ,
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} )
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local c = craftstuffs [ b ]
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minetest.register_craft ( {
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output = itemstring ,
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recipe = {
{ c , " " , c } ,
{ c , c , c } ,
} ,
} )
end
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minetest.register_craft ( {
type = " fuel " ,
recipe = " group:boat " ,
burntime = 20 ,
} )
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if minetest.get_modpath ( " doc_identifier " ) ~= nil then
doc.sub . identifier.register_object ( " mcl_boats:boat " , " craftitems " , " mcl_boats:boat " )
end