-- boats/init.lua -- Load support for MT game translation. local S = minetest.get_translator("boats") -- -- Helper functions -- local function is_water(pos) local nn = minetest.get_node(pos).name return minetest.get_item_group(nn, "water") ~= 0 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 -- -- Boat entity -- local boat = { initial_properties = { 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 = "boats_boat.obj", textures = {"jogan_wood.png"}, }, driver = nil, v = 0, last_v = 0, removed = false, auto = false } function boat.on_rightclick(self, clicker) if not clicker or not clicker:is_player() then return end local name = clicker:get_player_name() if self.driver and name == self.driver then self.driver = nil self.auto = false clicker:set_detach() player_api.player_attached[name] = false player_api.set_animation(clicker, "stand" , 30) local pos = clicker:get_pos() pos = {x = pos.x, y = pos.y + 0.2, z = pos.z} minetest.after(0.1, function() clicker:set_pos(pos) end) elseif not self.driver then local attach = clicker:get_attach() if attach and attach:get_luaentity() then local luaentity = attach:get_luaentity() if luaentity.driver then luaentity.driver = nil end clicker:set_detach() end self.driver = name clicker:set_attach(self.object, "", {x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0}) player_api.player_attached[name] = true minetest.after(0.2, function() player_api.set_animation(clicker, "sit" , 30) end) clicker:set_look_horizontal(self.object:get_yaw()) end end -- If driver leaves server while driving boat function boat.on_detach_child(self, child) self.driver = nil self.auto = false end function boat.on_activate(self, staticdata, dtime_s) self.object:set_armor_groups({immortal = 1}) if staticdata then self.v = tonumber(staticdata) end self.last_v = self.v end function boat.get_staticdata(self) return tostring(self.v) end function boat.on_punch(self, puncher) if not puncher or not puncher:is_player() or self.removed then return end local name = puncher:get_player_name() if self.driver and name == self.driver then self.driver = nil puncher:set_detach() player_api.player_attached[name] = false end if not self.driver then self.removed = true local inv = puncher:get_inventory() if not (creative and creative.is_enabled_for and creative.is_enabled_for(name)) or not inv:contains_item("main", "boats:boat") then local leftover = inv:add_item("main", "boats:boat") -- if no room in inventory add a replacement boat to the world if not leftover:is_empty() then minetest.add_item(self.object:get_pos(), leftover) end end -- delay remove to ensure player is detached minetest.after(0.1, function() self.object:remove() end) end end function boat.on_step(self, dtime) self.v = get_v(self.object:get_velocity()) * math.sign(self.v) if self.driver then local driver_objref = minetest.get_player_by_name(self.driver) if driver_objref then local ctrl = driver_objref:get_player_control() if ctrl.up and ctrl.down then if not self.auto then self.auto = true minetest.chat_send_player(self.driver, S("Boat cruise mode on")) end elseif ctrl.down then self.v = self.v - dtime * 2.0 if self.auto then self.auto = false minetest.chat_send_player(self.driver, S("Boat cruise mode off")) end elseif ctrl.up or self.auto then self.v = self.v + dtime * 2.0 end if ctrl.left then if self.v < -0.001 then self.object:set_yaw(self.object:get_yaw() - dtime * 0.9) else self.object:set_yaw(self.object:get_yaw() + dtime * 0.9) end elseif ctrl.right then if self.v < -0.001 then self.object:set_yaw(self.object:get_yaw() + dtime * 0.9) else self.object:set_yaw(self.object:get_yaw() - dtime * 0.9) end end end end local velo = self.object:get_velocity() if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then self.object:set_pos(self.object:get_pos()) return end -- We need to preserve velocity sign to properly apply drag force -- while moving backward local drag = dtime * math.sign(self.v) * (0.01 + 0.0796 * self.v * self.v) -- If drag is larger than velocity, then stop horizontal movement if math.abs(self.v) <= math.abs(drag) then self.v = 0 else self.v = self.v - drag end local p = self.object:get_pos() p.y = p.y - 0.5 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 self.v = 0 new_acce = {x = 0, y = 1, z = 0} else new_acce = {x = 0, y = -9.8, z = 0} end 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 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} end new_velo = get_velocity(self.v, self.object:get_yaw(), y) self.object:set_pos(self.object:get_pos()) else 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) + 0.5 self.object:set_pos(pos) 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) self.object:set_pos(self.object:get_pos()) end end end self.object:set_velocity(new_velo) self.object:set_acceleration(new_acce) end minetest.register_entity("boats:boat", boat) minetest.register_craftitem("boats:boat", { description = S("Boat"), inventory_image = "inventory.png", wield_image = "wield.png", wield_scale = {x = 2, y = 2, z = 1}, liquids_pointable = true, groups = {flammable = 2}, on_place = function(itemstack, placer, pointed_thing) local under = pointed_thing.under local node = minetest.get_node(under) local udef = minetest.registered_nodes[node.name] if udef and udef.on_rightclick and not (placer and placer:is_player() and placer:get_player_control().sneak) then return udef.on_rightclick(under, node, placer, itemstack, pointed_thing) or itemstack end if pointed_thing.type ~= "node" then return itemstack end if not is_water(pointed_thing.under) then return itemstack end pointed_thing.under.y = pointed_thing.under.y + 0.5 boat = minetest.add_entity(pointed_thing.under, "boats:boat") if boat then if placer then boat:set_yaw(placer:get_look_horizontal()) end local player_name = placer and placer:get_player_name() or "" if not (creative and creative.is_enabled_for and creative.is_enabled_for(player_name)) then itemstack:take_item() end end return itemstack end, }) minetest.register_craft({ output = "boats:boat", recipe = { {"", "", "" }, {"group:soft_wood", "", "group:soft_wood"}, {"group:soft_wood", "group:soft_wood", "group:soft_wood"}, }, }) minetest.register_craft({ type = "fuel", recipe = "boats:boat", burntime = 20, })