-- -- 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_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 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 } local paddling_speed = 22 local boat_y_offset = 0.35 -- -- 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", mesh = "mcl_boats_boat.b3d", textures = {"mcl_boats_texture_oak_boat.png"}, visual_size = boat_visual_size, _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) _animation = 0, -- 0: not animated; 1: paddling forwards; -1: paddling forwards } 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 clicker == self._driver then self._driver = nil clicker:set_detach() clicker:set_properties({visual_size = {x=1, y=1}}) 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} clicker:setpos(pos) 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() clicker:set_properties({visual_size = {x=1, y=1}}) end self._driver = clicker clicker:set_attach(self.object, "", {x = 0, y = 3.75, z = -1}, {x = 0, y = 0, z = 0}) clicker:set_properties({ visual_size = driver_visual_size }) 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}) local data = minetest.deserialize(staticdata) if type(data) == "table" then self._v = data.v self._last_v = self._v self._itemstring = data.itemstring self.object:set_properties({textures=data.textures}) end end function boat.get_staticdata(self) return minetest.serialize({ v = self._v, itemstring = self._itemstring, textures = self.object:get_properties().textures }) end function boat.on_punch(self, puncher) if not puncher or not puncher:is_player() or self._removed then return end if self._driver and puncher == self._driver then self._driver = nil puncher:set_detach() puncher:set_properties({visual_size = {x=1, y=1}}) mcl_player.player_attached[puncher:get_player_name()] = false end if not self._driver then self._removed = true -- Drop boat as item on the ground after punching if not minetest.settings:get_bool("creative_mode") then minetest.add_item(self.object:getpos(), self._itemstring) end self.object:remove() end end function boat.on_step(self, dtime) self._v = get_v(self.object:getvelocity()) * get_sign(self._v) if self._driver then local ctrl = self._driver:get_player_control() local yaw = self.object:getyaw() if ctrl.up then -- Forwards self._v = self._v + 0.1 -- Paddling animation if self._animation ~= 1 then self.object:set_animation({x=0, y=40}, paddling_speed, 0, true) self._animation = 1 end elseif ctrl.down then -- Backwards self._v = self._v - 0.1 -- 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 end if ctrl.left then if self._v < 0 then self.object:setyaw(yaw - (1 + dtime) * 0.03) else self.object:setyaw(yaw + (1 + dtime) * 0.03) end elseif ctrl.right then if self._v < 0 then self.object:setyaw(yaw + (1 + dtime) * 0.03) else self.object:setyaw(yaw - (1 + dtime) * 0.03) end end 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 end local velo = self.object:getvelocity() if self._v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then self.object:setpos(self.object:getpos()) return end local s = get_sign(self._v) self._v = self._v - 0.02 * s if s ~= get_sign(self._v) then self.object:setvelocity({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) end local p = self.object:getpos() p.y = p.y - boat_y_offset 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:getyaw(), 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 new_velo = get_velocity(self._v, self.object:getyaw(), y) 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() pos.y = math.floor(pos.y) + boat_y_offset self.object:setpos(pos) new_velo = get_velocity(self._v, self.object:getyaw(), 0) else new_velo = get_velocity(self._v, self.object:getyaw(), self.object:getvelocity().y) self.object:setpos(self.object:getpos()) end end end self.object:setvelocity(new_velo) self.object:setacceleration(new_acce) end -- Register one entity for all boat types minetest.register_entity("mcl_boats:boat", boat) 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" } 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 local images = { "oak", "spruce", "birch", "jungle", "acacia", "dark_oak" } for b=1, #boat_ids do local itemstring = "mcl_boats:"..boat_ids[b] 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 minetest.register_craftitem(itemstring, { description = names[b], _doc_items_create_entry = help, _doc_items_entry_name = helpname, _doc_items_longdesc = longdesc, _doc_items_usagehelp = usagehelp, inventory_image = "mcl_boats_"..images[b].."_boat.png", liquids_pointable = true, groups = { boat = 1, transport = 1}, stack_max = 1, on_place = function(itemstack, placer, pointed_thing) if pointed_thing.type ~= "node" then return end -- 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 if not is_water(pointed_thing.under) then return end pointed_thing.under.y = pointed_thing.under.y + boat_y_offset local boat = minetest.add_entity(pointed_thing.under, "mcl_boats:boat") boat:get_luaentity()._itemstring = itemstring boat:set_properties({textures = { "mcl_boats_texture_"..images[b].."_boat.png" }}) if not minetest.settings:get_bool("creative_mode") then itemstack:take_item() end return itemstack end, }) local c = craftstuffs[b] minetest.register_craft({ output = itemstring, recipe = { {c, "", c}, {c, c, c}, }, }) end minetest.register_craft({ type = "fuel", recipe = "group:boat", burntime = 20, }) if minetest.get_modpath("doc_identifier") ~= nil then doc.sub.identifier.register_object("mcl_boats:boat", "craftitems", "mcl_boats:boat") end