Mineclonia/mods/ENTITIES/mcl_boats/init.lua

367 lines
11 KiB
Lua

local S = minetest.get_translator("mcl_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_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
local boat_y_offset_ground = boat_y_offset + 0.6
local boat_side_offset = 1.001
--
-- 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:get_pos()
pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
clicker:set_pos(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 = 0.42, 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(name)
local player = minetest.get_player_by_name(name)
if player then
mcl_player.player_set_animation(player, "sit" , 30)
end
end, name)
clicker:set_look_horizontal(self.object:get_yaw())
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.is_creative_enabled(puncher:get_player_name()) then
minetest.add_item(self.object:get_pos(), self._itemstring)
else
local inv = puncher:get_inventory()
if not inv:contains_item("main", self._itemstring) then
inv:add_item("main", self._itemstring)
end
end
self.object:remove()
end
end
function boat.on_step(self, dtime)
self._v = get_v(self.object:get_velocity()) * get_sign(self._v)
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
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()
if ctrl.up then
-- Forwards
self._v = self._v + 0.1 * v_factor
-- 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 * v_factor
-- 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:set_yaw(yaw - (1 + dtime) * 0.03 * v_factor)
else
self.object:set_yaw(yaw + (1 + dtime) * 0.03 * v_factor)
end
elseif ctrl.right then
if self._v < 0 then
self.object:set_yaw(yaw + (1 + dtime) * 0.03 * v_factor)
else
self.object:set_yaw(yaw - (1 + dtime) * 0.03 * v_factor)
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 s = get_sign(self._v)
if not on_water and not in_water and math.abs(self._v) > 1.0 then
v_slowdown = math.min(math.abs(self._v) - 1.0, v_slowdown * 5)
elseif in_water and math.abs(self._v) > 1.5 then
v_slowdown = math.min(math.abs(self._v) - 1.5, v_slowdown * 5)
end
self._v = self._v - v_slowdown * s
if s ~= get_sign(self._v) then
self._v = 0
end
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
-- 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)
else
p.y = p.y + 1
if is_water(p) then
-- Inside water: Slowly sink
local y = self.object:get_velocity().y
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)
else
-- On top of water
new_acce = {x = 0, y = 0, z = 0}
if math.abs(self.object:get_velocity().y) < 0 then
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)
end
end
end
-- Terminal velocity: 8 m/s per axis of travel
for _,axis in pairs({"z","y","x"}) do
if math.abs(new_velo[axis]) > 8 then
new_velo[axis] = 8 * get_sign(new_velo[axis])
end
end
self.object:set_velocity(new_velo)
self.object:set_acceleration(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 = { S("Oak Boat"), S("Spruce Boat"), S("Birch Boat"), S("Jungle Boat"), S("Acacia Boat"), S("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, tt_help, help, helpname
help = false
-- Only create one help entry for all boats
if b == 1 then
help = true
longdesc = S("Boats are used to travel on the surface of water.")
usagehelp = S("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 = S("Boat")
end
tt_help = S("Water vehicle")
minetest.register_craftitem(itemstring, {
description = names[b],
_tt_help = tt_help,
_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 itemstack
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
local pos = table.copy(pointed_thing.under)
local dir = vector.subtract(pointed_thing.above, pointed_thing.under)
if math.abs(dir.x) > 0.9 or math.abs(dir.z) > 0.9 then
pos = vector.add(pos, vector.multiply(dir, boat_side_offset))
elseif is_water(pos) then
pos = vector.add(pos, vector.multiply(dir, boat_y_offset))
else
pos = vector.add(pos, vector.multiply(dir, boat_y_offset_ground))
end
local boat = minetest.add_entity(pos, "mcl_boats:boat")
boat:get_luaentity()._itemstring = itemstring
boat:set_properties({textures = { "mcl_boats_texture_"..images[b].."_boat.png" }})
boat:set_yaw(placer:get_look_horizontal())
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item()
end
return itemstack
end,
_on_dispense = function(stack, pos, droppos, dropnode, dropdir)
local below = {x=droppos.x, y=droppos.y-1, z=droppos.z}
local belownode = minetest.get_node(below)
-- Place boat as entity on or in water
if minetest.get_item_group(dropnode.name, "water") ~= 0 or (dropnode.name == "air" and minetest.get_item_group(belownode.name, "water") ~= 0) then
minetest.add_entity(droppos, "mcl_boats:boat")
else
minetest.add_item(droppos, stack)
end
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