local S = minetest.get_translator(minetest.get_current_modname()) local boat_visual_size = {x = 1, y = 1, z = 1} local paddling_speed = 22 local boat_y_offset = 0.35 local boat_y_offset_ground = boat_y_offset + 0.6 local boat_side_offset = 1.001 local boat_max_hp = 4 local function is_group(pos, group) local nn = minetest.get_node(pos).name return minetest.get_item_group(nn, group) ~= 0 end local function get_velocity(v, yaw, y) return vector.add(vector.new(0, y, 0), vector.multiply(minetest.yaw_to_dir(yaw), v)) end local function get_v(v) return math.sqrt(v.x ^ 2 + v.z ^ 2) end function get_sign(i) if not i or i == 0 then return 0 else return i / math.abs(i) end end local is_water = flowlib.is_water local function is_ice(pos) return is_group(pos, "ice") end local function set_attach(boat) boat._driver:set_attach(boat.object, "", vector.new(0, 0.42, -1), vector.new(0, 0, 0)) end local function set_double_attach(boat) boat._driver:set_attach(boat.object, "", vector.new(0, 0.42, 0.8), vector.new(0, 0, 0)) boat._passenger:set_attach(boat.object, "", vector.new(0, 0.42, -2.2), vector.new(0, 0, 0)) end local function enter_boat(self, obj) mcl_mount.mount(obj, self.object) if self._driver then if self._driver:is_player() then self._passenger = obj else self._passenger = self._driver self._driver = obj end set_double_attach(self) else self._driver = obj set_attach(self) end end -- -- 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", mesh = "mcl_boats_boat.b3d", textures = {"mcl_boats_texture_oak_boat.png"}, visual_size = boat_visual_size, hp_max = boat_max_hp, damage_texture_modifier = "^[colorize:white:0", _driver = nil, -- Attached driver (player) or nil if none _passenger = nil, _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) _animation = 0, -- 0: not animated; 1: paddling forwards; -1: paddling forwards _regen_timer = 0, _damage_anim = 0, } function boat.on_rightclick(self, clicker) if self._passenger or not clicker or clicker:get_attach() then return end enter_boat(self, clicker) end function boat.on_activate(self, staticdata, dtime_s) self.object:set_armor_groups({fleshy = 100}) local data = minetest.deserialize(staticdata) if type(data) == "table" then self._v = data.v self._last_v = self._v self._itemstring = data.itemstring self.object:set_properties({textures = data.textures}) end end function boat.get_staticdata(self) return minetest.serialize({ v = self._v, itemstring = self._itemstring, textures = self.object:get_properties().textures }) end function boat.on_death(self, killer) mcl_burning.extinguish(self.object) if killer and killer:is_player() and minetest.is_creative_enabled(killer:get_player_name()) then local inv = killer:get_inventory() if not inv:contains_item("main", self._itemstring) then inv:add_item("main", self._itemstring) end else minetest.add_item(self.object:get_pos(), self._itemstring) end if self._driver then mcl_mount.throw_off(self._driver) end if self._passenger then mcl_mount.throw_off(self._passenger) end self._driver = nil self._passenger = nil end function boat.on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir, damage) if damage > 0 then self._regen_timer = 0 end end function boat.on_step(self, dtime, moveresult) mcl_burning.tick(self.object, dtime, self) self._v = get_v(self.object:get_velocity()) * get_sign(self._v) local v_factor = 1 local v_slowdown = 0.02 local p = self.object:get_pos() local on_water = true local on_ice = false local in_water = is_water({x=p.x, y=p.y-boat_y_offset+1, z=p.z}) local waterp = {x=p.x, y=p.y-boat_y_offset - 0.1, z=p.z} if not is_water(waterp) then on_water = false if not in_water and is_ice(waterp) then on_ice = true else v_slowdown = 0.04 v_factor = 0.5 end elseif in_water then on_water = false in_water = true v_factor = 0.75 v_slowdown = 0.05 end local hp = self.object:get_hp() local regen_timer = self._regen_timer + dtime if hp >= boat_max_hp then regen_timer = 0 elseif regen_timer >= 0.5 then hp = hp + 1 self.object:set_hp(hp) regen_timer = 0 end self._regen_timer = regen_timer if moveresult and moveresult.collides then for _, collision in pairs(moveresult.collisions) do local pos = collision.node_pos if collision.type == "node" and minetest.get_item_group(minetest.get_node(pos).name, "dig_by_boat") > 0 then minetest.dig_node(pos) end end end local had_passenger = self._passenger self._driver = self._driver and self._driver:get_attach() == self.object and self._driver self._passenger = self._passenger and self._passenger:get_attach() == self.object and self._passenger if self._passenger then if not self._driver then self._driver = self._passenger self._passenger = nil end end if self._driver then if had_passenger and not self._passenger then set_attach(self) end local ctrl = self._driver:get_player_control() local yaw = self.object:get_yaw() if ctrl and ctrl.up then -- Forwards self._v = self._v + 0.1 * v_factor -- Paddling animation if self._animation ~= 1 then self.object:set_animation({x=0, y=40}, paddling_speed, 0, true) self._animation = 1 end elseif ctrl and ctrl.down then -- Backwards self._v = self._v - 0.1 * v_factor -- 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 end if ctrl and ctrl.left then if self._v < 0 then self.object:set_yaw(yaw - (1 + dtime) * 0.03 * v_factor) else self.object:set_yaw(yaw + (1 + dtime) * 0.03 * v_factor) end elseif ctrl and ctrl.right then if self._v < 0 then self.object:set_yaw(yaw + (1 + dtime) * 0.03 * v_factor) else self.object:set_yaw(yaw - (1 + dtime) * 0.03 * v_factor) end end 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 for _, obj in pairs(minetest.get_objects_inside_radius(self.object:get_pos(), 1.3)) do local entity = obj:get_luaentity() if entity and entity.is_mob then enter_boat(self, obj) break end end end local s = get_sign(self._v) if not on_ice and not on_water and not in_water and math.abs(self._v) > 2.0 then v_slowdown = math.min(math.abs(self._v) - 2.0, v_slowdown * 5) elseif not on_ice and in_water and math.abs(self._v) > 1.5 then v_slowdown = math.min(math.abs(self._v) - 1.5, v_slowdown * 5) end self._v = self._v - v_slowdown * s if s ~= get_sign(self._v) then self._v = 0 end p.y = p.y - boat_y_offset local new_velo local new_acce if not is_water(p) and not on_ice then -- Not on water or inside water: Free fall --local nodedef = minetest.registered_nodes[minetest.get_node(p).name] new_acce = {x = 0, y = -9.8, z = 0} new_velo = get_velocity(self._v, self.object:get_yaw(), self.object:get_velocity().y) else p.y = p.y + 1 if is_water(p) then -- Inside water: Slowly sink local y = self.object:get_velocity().y y = y - 0.01 if y < -0.2 then y = -0.2 end new_acce = {x = 0, y = 0, z = 0} new_velo = get_velocity(self._v, self.object:get_yaw(), y) else -- On top of water new_acce = {x = 0, y = 0, z = 0} if math.abs(self.object:get_velocity().y) < 0 then new_velo = get_velocity(self._v, self.object:get_yaw(), 0) else new_velo = get_velocity(self._v, self.object:get_yaw(), self.object:get_velocity().y) end end end -- Terminal velocity: 8 m/s per axis of travel local terminal_velocity = on_ice and 57.1 or 8.0 for _,axis in pairs({"z","y","x"}) do if math.abs(new_velo[axis]) > terminal_velocity then new_velo[axis] = terminal_velocity * get_sign(new_velo[axis]) end end local yaw = self.object:get_yaw() local anim = (boat_max_hp - hp - regen_timer * 2) / boat_max_hp * math.pi / 4 self.object:set_rotation(vector.new(anim, yaw, anim)) self.object:set_velocity(new_velo) self.object:set_acceleration(new_acce) end -- Register one entity for all boat types minetest.register_entity("mcl_boats:boat", boat) local boat_ids = { "boat", "boat_spruce", "boat_birch", "boat_jungle", "boat_acacia", "boat_dark_oak" } local names = { S("Oak Boat"), S("Spruce Boat"), S("Birch Boat"), S("Jungle Boat"), S("Acacia Boat"), S("Dark Oak Boat") } 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 local images = { "oak", "spruce", "birch", "jungle", "acacia", "dark_oak" } for b=1, #boat_ids do local itemstring = "mcl_boats:"..boat_ids[b] local longdesc, usagehelp, tt_help, help, helpname help = false -- Only create one help entry for all boats if b == 1 then help = true 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. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.") helpname = S("Boat") end tt_help = S("Water vehicle") minetest.register_craftitem(itemstring, { description = names[b], _tt_help = tt_help, _doc_items_create_entry = help, _doc_items_entry_name = helpname, _doc_items_longdesc = longdesc, _doc_items_usagehelp = usagehelp, inventory_image = "mcl_boats_"..images[b].."_boat.png", liquids_pointable = true, groups = { boat = 1, transport = 1}, stack_max = 1, on_place = function(itemstack, placer, pointed_thing) if pointed_thing.type ~= "node" then return itemstack end -- 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 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)) else pos = vector.add(pos, vector.multiply(dir, boat_y_offset_ground)) end local boat = minetest.add_entity(pos, "mcl_boats:boat") boat:get_luaentity()._itemstring = itemstring boat:set_properties({textures = { "mcl_boats_texture_"..images[b].."_boat.png" }}) boat:set_yaw(placer:get_look_horizontal()) if not minetest.is_creative_enabled(placer:get_player_name()) then itemstack:take_item() end return itemstack end, _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, }) local c = craftstuffs[b] minetest.register_craft({ output = itemstring, recipe = { {c, "", c}, {c, c, c}, }, }) end minetest.register_craft({ type = "fuel", recipe = "group:boat", burntime = 20, }) if minetest.get_modpath("doc_identifier") then doc.sub.identifier.register_object("mcl_boats:boat", "craftitems", "mcl_boats:boat") end