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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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--
-- 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 )
local pos = clicker : getpos ( )
pos = { x = pos.x , y = pos.y + 0.2 , z = pos.z }
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clicker : setpos ( 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 = 3.75 , z = - 1 } , { x = 0 , y = 0 , z = 0 } )
clicker : set_properties ( { visual_size = driver_visual_size } )
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mcl_player.player_attached [ name ] = true
minetest.after ( 0.2 , function ( clicker )
if clicker : is_player ( ) then
mcl_player.player_set_animation ( clicker , " sit " , 30 )
end
end , clicker )
clicker : set_look_horizontal ( self.object : getyaw ( ) )
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 : getpos ( ) , self._itemstring )
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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 : getvelocity ( ) ) * get_sign ( self._v )
if self._driver then
local ctrl = self._driver : get_player_control ( )
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local yaw = self.object : getyaw ( )
if ctrl.up then
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-- Forwards
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self._v = self._v + 0.1
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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
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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 : setyaw ( yaw - ( 1 + dtime ) * 0.03 )
else
self.object : setyaw ( yaw + ( 1 + dtime ) * 0.03 )
end
elseif ctrl.right then
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if self._v < 0 then
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self.object : setyaw ( yaw + ( 1 + dtime ) * 0.03 )
else
self.object : setyaw ( yaw - ( 1 + dtime ) * 0.03 )
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
local velo = self.object : getvelocity ( )
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if self._v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
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self.object : setpos ( self.object : getpos ( ) )
return
end
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local s = get_sign ( self._v )
self._v = self._v - 0.02 * s
if s ~= get_sign ( self._v ) then
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self.object : setvelocity ( { x = 0 , y = 0 , z = 0 } )
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self._v = 0
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return
end
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if math.abs ( self._v ) > 5 then
self._v = 5 * get_sign ( self._v )
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end
local p = self.object : getpos ( )
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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
local nodedef = minetest.registered_nodes [ minetest.get_node ( p ) . name ]
if ( not nodedef ) or nodedef.walkable then
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self._v = 0
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new_acce = { x = 0 , y = 1 , z = 0 }
else
new_acce = { x = 0 , y = - 9.8 , z = 0 }
end
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new_velo = get_velocity ( self._v , self.object : getyaw ( ) ,
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self.object : getvelocity ( ) . y )
self.object : setpos ( self.object : getpos ( ) )
else
p.y = p.y + 1
if is_water ( p ) then
local y = self.object : getvelocity ( ) . 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 }
end
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new_velo = get_velocity ( self._v , self.object : getyaw ( ) , y )
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self.object : setpos ( self.object : getpos ( ) )
else
new_acce = { x = 0 , y = 0 , z = 0 }
if math.abs ( self.object : getvelocity ( ) . y ) < 1 then
local pos = self.object : getpos ( )
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pos.y = math.floor ( pos.y ) + boat_y_offset
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self.object : setpos ( pos )
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new_velo = get_velocity ( self._v , self.object : getyaw ( ) , 0 )
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else
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new_velo = get_velocity ( self._v , self.object : getyaw ( ) ,
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self.object : getvelocity ( ) . y )
self.object : setpos ( self.object : getpos ( ) )
end
end
end
self.object : setvelocity ( new_velo )
self.object : setacceleration ( new_acce )
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 " }
local names = { " Oak Boat " , " Spruce Boat " , " Birch Boat " , " Jungle Boat " , " Acacia Boat " , " 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
longdesc = " Boats are used to travel on the surface of water. "
usagehelp = " 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 = " Boat "
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
return
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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if not is_water ( pointed_thing.under ) then
return
end
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pointed_thing.under . y = pointed_thing.under . y + boat_y_offset
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local boat = minetest.add_entity ( pointed_thing.under , " 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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if not minetest.settings : get_bool ( " creative_mode " ) then
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itemstack : take_item ( )
end
return itemstack
end ,
} )
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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