forked from VoxeLibre/VoxeLibre
Tweak boat physics when inside water
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@ -146,15 +146,22 @@ end
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function boat.on_step(self, dtime)
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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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self._v = get_v(self.object:get_velocity()) * get_sign(self._v)
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local in_water = true
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local on_water = true
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local in_water = false
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local v_factor = 1
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local v_factor = 1
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local v_slowdown = 0.02
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local v_slowdown = 0.02
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local p = self.object:get_pos()
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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
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if (not is_water({x=p.x, y=p.y-boat_y_offset, z=p.z})) then
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in_water = false
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on_water = false
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v_factor = 0.405
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v_factor = 0.5
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v_slowdown = 0.04
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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
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on_water = false
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in_water = true
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v_factor = 0.75
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v_slowdown = 0.05
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end
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end
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if self._driver then
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if self._driver then
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local ctrl = self._driver:get_player_control()
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local ctrl = self._driver:get_player_control()
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local yaw = self.object:get_yaw()
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local yaw = self.object:get_yaw()
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@ -204,14 +211,14 @@ function boat.on_step(self, dtime)
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end
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end
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end
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end
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local s = get_sign(self._v)
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local s = get_sign(self._v)
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if not in_water and math.abs(self._v) > 0.1 then
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if not on_water and not in_water and math.abs(self._v) > 0.25 then
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v_slowdown = v_slowdown * 5
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v_slowdown = math.min(self._v - 0.25, v_slowdown * 5)
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elseif in_water and math.abs(self._v) > 0.5 then
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v_slowdown = math.min(self._v - 0.5, v_slowdown * 5)
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end
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end
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self._v = self._v - v_slowdown * s
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self._v = self._v - v_slowdown * s
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if s ~= get_sign(self._v) then
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if s ~= get_sign(self._v) then
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self.object:set_velocity({x = 0, y = 0, z = 0})
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self._v = 0
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self._v = 0
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return
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end
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end
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if math.abs(self._v) > 5 then
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if math.abs(self._v) > 5 then
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self._v = 5 * get_sign(self._v)
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self._v = 5 * get_sign(self._v)
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@ -221,35 +228,33 @@ function boat.on_step(self, dtime)
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local new_velo
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local new_velo
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local new_acce = {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 is_water(p) then
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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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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_acce = {x = 0, y = -9.8, z = 0}
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new_velo = get_velocity(self._v, self.object:get_yaw(),
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new_velo = get_velocity(self._v, self.object:get_yaw(),
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self.object:get_velocity().y)
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self.object:get_velocity().y)
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self.object:set_pos(self.object:get_pos())
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else
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else
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p.y = p.y + 1
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p.y = p.y + 1
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if is_water(p) then
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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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local y = self.object:get_velocity().y
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if y >= 5 then
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y = y - 0.01
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y = 5
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if y < -0.2 then
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elseif y < 0 then
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y = -0.2
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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 = 5, z = 0}
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end
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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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new_velo = get_velocity(self._v, self.object:get_yaw(), y)
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self.object:set_pos(self.object:get_pos())
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else
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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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new_acce = {x = 0, y = 0, z = 0}
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if math.abs(self.object:get_velocity().y) < 1 then
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if math.abs(self.object:get_velocity().y) < 1 then
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local pos = self.object:get_pos()
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local pos = self.object:get_pos()
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pos.y = math.floor(pos.y) + boat_y_offset
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pos.y = math.floor(pos.y) + boat_y_offset
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self.object:set_pos(pos)
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new_velo = get_velocity(self._v, self.object:get_yaw(), 0)
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new_velo = get_velocity(self._v, self.object:get_yaw(), 0)
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self.object:set_pos(pos)
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else
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else
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new_velo = get_velocity(self._v, self.object:get_yaw(),
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new_velo = get_velocity(self._v, self.object:get_yaw(),
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self.object:get_velocity().y)
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self.object:get_velocity().y)
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self.object:set_pos(self.object:get_pos())
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end
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end
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end
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end
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end
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end
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