276 lines
8.2 KiB
Lua
276 lines
8.2 KiB
Lua
more_boat = {
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LAVA = {}
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}
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local S = minetest.get_translator("boats")
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local function is_lava(pos)
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local nn = minetest.get_node(pos).name
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return minetest.get_item_group(nn, "lava") ~= 0
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end
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local function is_water(pos)
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local nn = minetest.get_node(pos).name
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return minetest.get_item_group(nn, "water") ~= 0
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end
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local function get_velocity(v, yaw, y)
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local x = -math.sin(yaw) * v
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local z = math.cos(yaw) * v
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return {x = x, y = y, z = z}
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end
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local function get_v(v)
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return math.sqrt(v.x ^ 2 + v.z ^ 2)
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end
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function more_boat.on_rightclick(self, clicker)
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if not clicker or not clicker:is_player() then
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return
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end
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local name = clicker:get_player_name()
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if self.driver and name == self.driver then
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clicker:set_detach()
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player_api.set_animation(clicker, "stand", 30)
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local pos = clicker:get_pos()
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pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
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minetest.after(0.1, function()
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clicker:set_pos(pos)
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end)
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elseif not self.driver then
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clicker:set_attach(self.object, "",
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{x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0})
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self.driver = name
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player_api.player_attached[name] = true
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minetest.after(0.2, function()
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player_api.set_animation(clicker, "sit", 30)
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end)
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clicker:set_look_horizontal(self.object:get_yaw())
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end
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end
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function more_boat.on_detach_child(self, child)
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if child and child:get_player_name() == self.driver then
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player_api.player_attached[child:get_player_name()] = false
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self.driver = nil
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self.auto = false
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end
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end
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function more_boat.on_activate(self, staticdata, dtime_s)
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self.object:set_armor_groups({immortal = 1})
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if staticdata then
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self.v = tonumber(staticdata)
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end
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self.last_v = self.v
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end
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function more_boat.get_staticdata(self)
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return tostring(self.v)
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end
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function more_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
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end
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local name = puncher:get_player_name()
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if self.driver and name == self.driver then
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self.driver = nil
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puncher:set_detach()
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player_api.player_attached[name] = false
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end
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if not self.driver then
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self.removed = true
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local inv = puncher:get_inventory()
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local luamob = self.object:get_luaentity().name
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if not minetest.is_creative_enabled(name) --then
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or not inv:contains_item("main", luamob) then
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local leftover = inv:add_item("main", luamob)
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if not leftover:is_empty() then
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minetest.add_item(self.object:get_pos(), leftover)
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end
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end
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local name = puncher:get_player_name()
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minetest.after(0.1, function()
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self.object:remove()
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end)
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end
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end
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function more_boat.on_step(self, dtime)
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self.v = get_v(self.object:get_velocity()) * math.sign(self.v)
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if self.driver then
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local driver_objref = minetest.get_player_by_name(self.driver)
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if driver_objref then
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local ctrl = driver_objref:get_player_control()
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if ctrl.up and ctrl.down then
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if not self.auto then
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self.auto = true
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minetest.chat_send_player(self.driver, S("Boat cruise mode on"))
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end
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elseif ctrl.down then
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self.v = self.v - dtime * 2.0
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if self.auto then
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self.auto = false
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minetest.chat_send_player(self.driver, S("Boat cruise mode off"))
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end
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elseif ctrl.up or self.auto then
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self.v = self.v + dtime * 2.0
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end
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if ctrl.left then
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if self.v < -0.001 then
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self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
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else
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self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
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end
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elseif ctrl.right then
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if self.v < -0.001 then
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self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
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else
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self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
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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 velo = self.object:get_velocity()
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if not self.driver and
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self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
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self.object:set_pos(self.object:get_pos())
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return
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end
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local drag = dtime * math.sign(self.v) * (0.01 + 0.0796 * self.v * self.v)
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if math.abs(self.v) <= math.abs(drag) then
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self.v = 0
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else
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self.v = self.v - drag
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end
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local p = self.object:get_pos()
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p.y = p.y - 0.5
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local new_velo
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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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local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
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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}
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else
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new_acce = {x = 0, y = -9.8, z = 0}
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end
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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:set_pos(self.object:get_pos())
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else
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p.y = p.y + 1
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if is_water(p) then
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local y = self.object:get_velocity().y
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if y >= 5 then
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y = 5
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elseif y < 0 then
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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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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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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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local pos = self.object:get_pos()
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pos.y = math.floor(pos.y) + 0.5
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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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else
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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: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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self.object:set_velocity(new_velo)
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self.object:set_acceleration(new_acce)
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end
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function more_boat.LAVA.on_step(self, dtime)
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self.v = get_v(self.object:get_velocity()) * math.sign(self.v)
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if self.driver then
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local driver_objref = minetest.get_player_by_name(self.driver)
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if driver_objref then
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local ctrl = driver_objref:get_player_control()
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if ctrl.up and ctrl.down then
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if not self.auto then
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self.auto = true
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minetest.chat_send_player(self.driver, S("Boat cruise mode on"))
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end
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elseif ctrl.down then
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self.v = self.v - dtime * 2.0
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if self.auto then
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self.auto = false
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minetest.chat_send_player(self.driver, S("Boat cruise mode off"))
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end
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elseif ctrl.up or self.auto then
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self.v = self.v + dtime * 2.0
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end
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if ctrl.left then
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if self.v < -0.001 then
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self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
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else
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self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
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end
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elseif ctrl.right then
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if self.v < -0.001 then
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self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
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else
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self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
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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 velo = self.object:get_velocity()
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if not self.driver and
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self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
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self.object:set_pos(self.object:get_pos())
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return
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end
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local drag = dtime * math.sign(self.v) * (0.01 + 0.0796 * self.v * self.v)
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if math.abs(self.v) <= math.abs(drag) then
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self.v = 0
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else
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self.v = self.v - drag
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end
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local p = self.object:get_pos()
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p.y = p.y - 0.5
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local new_velo
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local new_acce = {x = 0, y = 0, z = 0}
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if not is_lava(p) then
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local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
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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}
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else
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new_acce = {x = 0, y = -9.8, z = 0}
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end
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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:set_pos(self.object:get_pos())
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else
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p.y = p.y + 1
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if is_lava(p) then
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local y = self.object:get_velocity().y
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if y >= 5 then
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y = 5
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elseif y < 0 then
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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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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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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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local pos = self.object:get_pos()
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pos.y = math.floor(pos.y) + 0.5
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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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else
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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: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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self.object:set_velocity(new_velo)
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self.object:set_acceleration(new_acce)
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end
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