From b6c3cc0ed78b8b6bac0b6e1dc4e23236e35f9a7c Mon Sep 17 00:00:00 2001 From: Wuzzy Date: Wed, 11 Sep 2019 12:11:04 +0200 Subject: [PATCH] Tweak boat physics when inside water --- mods/ENTITIES/mcl_boats/init.lua | 41 ++++++++++++++++++-------------- 1 file changed, 23 insertions(+), 18 deletions(-) diff --git a/mods/ENTITIES/mcl_boats/init.lua b/mods/ENTITIES/mcl_boats/init.lua index 56f6e5ec72..eeba2b6c12 100644 --- a/mods/ENTITIES/mcl_boats/init.lua +++ b/mods/ENTITIES/mcl_boats/init.lua @@ -146,15 +146,22 @@ end function boat.on_step(self, dtime) self._v = get_v(self.object:get_velocity()) * get_sign(self._v) - local in_water = true + local on_water = true + local in_water = false local v_factor = 1 local v_slowdown = 0.02 local p = self.object:get_pos() - if not is_water({x=p.x, y=p.y-boat_y_offset, z=p.z}) then - in_water = false - v_factor = 0.405 + if (not is_water({x=p.x, y=p.y-boat_y_offset, z=p.z})) then + on_water = false + v_factor = 0.5 v_slowdown = 0.04 + 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 end + if self._driver then local ctrl = self._driver:get_player_control() local yaw = self.object:get_yaw() @@ -204,14 +211,14 @@ function boat.on_step(self, dtime) end end local s = get_sign(self._v) - if not in_water and math.abs(self._v) > 0.1 then - v_slowdown = v_slowdown * 5 + if not on_water and not in_water and math.abs(self._v) > 0.25 then + v_slowdown = math.min(self._v - 0.25, v_slowdown * 5) + elseif in_water and math.abs(self._v) > 0.5 then + v_slowdown = math.min(self._v - 0.5, v_slowdown * 5) end self._v = self._v - v_slowdown * s if s ~= get_sign(self._v) then - self.object:set_velocity({x = 0, y = 0, z = 0}) self._v = 0 - return end if math.abs(self._v) > 5 then self._v = 5 * get_sign(self._v) @@ -221,35 +228,33 @@ function boat.on_step(self, dtime) local new_velo local new_acce = {x = 0, y = 0, z = 0} if not is_water(p) 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) - self.object:set_pos(self.object:get_pos()) else p.y = p.y + 1 if is_water(p) then + -- Inside water: Slowly sink local y = self.object:get_velocity().y - if y >= 5 then - y = 5 - elseif y < 0 then - new_acce = {x = 0, y = 20, z = 0} - else - new_acce = {x = 0, y = 5, z = 0} + 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) - self.object:set_pos(self.object:get_pos()) else + -- On top of water new_acce = {x = 0, y = 0, z = 0} if math.abs(self.object:get_velocity().y) < 1 then local pos = self.object:get_pos() pos.y = math.floor(pos.y) + boat_y_offset - self.object:set_pos(pos) new_velo = get_velocity(self._v, self.object:get_yaw(), 0) + self.object:set_pos(pos) else new_velo = get_velocity(self._v, self.object:get_yaw(), self.object:get_velocity().y) - self.object:set_pos(self.object:get_pos()) end end end